Made fight fightable

pull/22/head
jonathan 3 months ago
parent f27dd199b8
commit 0e315396c9

@ -1,6 +1,7 @@
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@ -0,0 +1,18 @@
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@ -28,6 +28,7 @@ buses/default_bus_layout="uid://b6dwkmkyb0axk"
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Dialogic="*res://addons/dialogic/Core/DialogicGameHandler.gd"
InventoryManager="*res://scripts/CSharp/Common/Inventory/InventoryManager.cs"
InputService="*res://scripts/CSharp/Common/Services/InputService.cs"
QuestManager="*res://prefabs/quests/quest_manager_autoload.tscn"
FightManagerAutoload="*res://prefabs/fight/fight_manager_autoload.tscn"
InputService="*res://scripts/CSharp/Common/Services/InputService.cs"

@ -5,5 +5,6 @@
[node name="BabushkaSceneBootstrap" type="Node2D"]
[node name="BabushkaSceneStartMenu" parent="." instance=ExtResource("1_15ton")]
_sceneNamesToLoad = PackedStringArray("res://scenes/Babushka_scene_fight_world_room.tscn")
[node name="SceneParent" type="Node" parent="."]

@ -1,19 +1,33 @@
[gd_scene load_steps=4 format=3 uid="uid://cjshlwk8ajpnp"]
[gd_scene load_steps=10 format=3 uid="uid://cjshlwk8ajpnp"]
[ext_resource type="Script" uid="uid://cnhpnn8o0gybd" path="res://scripts/CSharp/Common/Fight/FightHappeningSceneSetup.cs" id="1_fiutj"]
[ext_resource type="Script" uid="uid://dwsqst8fhhqlc" path="res://scripts/CSharp/Common/Fight/FighterEntryVisual.cs" id="2_lu4y4"]
[ext_resource type="Script" uid="uid://c76mhhqyk4lgh" path="res://scripts/CSharp/Common/Fight/FightHappening.cs" id="1_gsk03"]
[ext_resource type="Script" uid="uid://dwsqst8fhhqlc" path="res://scripts/CSharp/Common/Fight/AllFightersVisual.cs" id="2_lu4y4"]
[ext_resource type="PackedScene" uid="uid://bcld43daavmrn" path="res://prefabs/fight/fight_scene_switcher.tscn" id="2_phrlx"]
[ext_resource type="PackedScene" uid="uid://7jsxokx67gpq" path="res://prefabs/fight/fighterVisuals/vesna_fighter_visual.tscn" id="4_qo0gi"]
[ext_resource type="PackedScene" uid="uid://0vm3jb1hnkkb" path="res://prefabs/fight/fighterVisuals/blob_fighter_visual.tscn" id="4_vp8s0"]
[ext_resource type="Script" uid="uid://buiwuf7pjfq8" path="res://scripts/CSharp/Common/Fight/FightHappeningStateReaction.cs" id="4_ydj1i"]
[ext_resource type="Script" uid="uid://byf2ywov34g0x" path="res://scripts/CSharp/Common/Fight/UI/ActionSelectUiSetup.cs" id="8_bkwsr"]
[ext_resource type="Script" uid="uid://d2ugtb3dalrg3" path="res://scripts/CSharp/Common/Fight/FightHappeningStateDebugger.cs" id="8_tv7cl"]
[node name="BabushkaSceneFightHappening" type="Node2D"]
[node name="FightHappening" type="Node" parent="."]
script = ExtResource("1_gsk03")
[node name="Camera2D" type="Camera2D" parent="."]
[node name="FightSetup" type="Node2D" parent="."]
script = ExtResource("1_fiutj")
[node name="FightVisuals" type="Node2D" parent="."]
[node name="FightVisuals" type="Node2D" parent="." node_paths=PackedStringArray("_allyFighters", "_enemyFighters")]
position = Vector2(0, 259)
script = ExtResource("2_lu4y4")
_allyFighters = NodePath("AllyFighters")
_enemyFighters = NodePath("EnemyFighters")
_blobFighterVisual = ExtResource("4_vp8s0")
_vesnaFighterVisual = ExtResource("4_qo0gi")
_positionDistanceFromCenter = PackedFloat32Array(200, 400, 600)
[node name="AllyFighters" type="Node2D" parent="FightVisuals"]
@ -23,7 +37,13 @@ script = ExtResource("2_lu4y4")
[node name="FightSceneSwitcher" parent="." instance=ExtResource("2_phrlx")]
[node name="ActionSelect" type="CanvasLayer" parent="."]
[node name="ActionSelect" type="CanvasLayer" parent="." node_paths=PackedStringArray("_attackActionButton", "_summonActionButton", "_talkActionButton", "_fleeActionButton")]
visible = false
script = ExtResource("8_bkwsr")
_attackActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton")
_summonActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer2/Summon Button")
_talkActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer3/Talk Button")
_fleeActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer4/Flee Button")
[node name="BottomPanel" type="Control" parent="ActionSelect"]
custom_minimum_size = Vector2(0, 200)
@ -134,3 +154,29 @@ size_flags_vertical = 1
theme_override_colors/font_color = Color(0, 0, 0, 1)
theme_override_font_sizes/font_size = 41
text = "This text explains the currently hovered button"
[node name="StateReactionInputActionSelect" type="Node" parent="ActionSelect"]
script = ExtResource("4_ydj1i")
_fightState = 6
[node name="StateMachineDebugger" type="Node" parent="." node_paths=PackedStringArray("_label")]
script = ExtResource("8_tv7cl")
_label = NodePath("Label")
[node name="Label" type="Label" parent="StateMachineDebugger"]
offset_left = -973.0
offset_top = -500.0
offset_right = -523.0
offset_bottom = 444.0
text = "Hello world"
[connection signal="SignalTransitionState" from="FightHappening" to="FightVisuals" method="FightHappeningStateChange"]
[connection signal="SignalTransitionState" from="FightHappening" to="ActionSelect/StateReactionInputActionSelect" method="FightHappeningStateTransitioned"]
[connection signal="SignalTransitionState" from="FightHappening" to="StateMachineDebugger" method="StateChange"]
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton" to="ActionSelect" method="SelectAction" binds= [1]]
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer2/Summon Button" to="ActionSelect" method="SelectAction" binds= [2]]
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer3/Talk Button" to="ActionSelect" method="SelectAction" binds= [3]]
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer4/Flee Button" to="ActionSelect" method="SelectAction" binds= [4]]
[connection signal="OnStateEntered" from="ActionSelect/StateReactionInputActionSelect" to="ActionSelect" method="show"]
[connection signal="OnStateEntered" from="ActionSelect/StateReactionInputActionSelect" to="ActionSelect" method="StateEntered"]
[connection signal="OnStateExited" from="ActionSelect/StateReactionInputActionSelect" to="ActionSelect" method="hide"]

@ -1,4 +1,4 @@
[gd_scene load_steps=52 format=3 uid="uid://cacnapfv7w567"]
[gd_scene load_steps=53 format=3 uid="uid://cacnapfv7w567"]
[ext_resource type="Script" uid="uid://bqomwxclsbhd3" path="res://scripts/CSharp/Common/Camera/CameraController.cs" id="1_pi6ua"]
[ext_resource type="Texture2D" uid="uid://8sr11ex30n0m" path="res://art/mockups/Kenney_Backgrounds/Samples/uncolored_hills.png" id="2_hqa4k"]
@ -38,8 +38,9 @@
[ext_resource type="Texture2D" uid="uid://bely5cfbf2x52" path="res://art/nature/baum märz 2025/umgeknackst.png" id="36_vwtyh"]
[ext_resource type="Script" uid="uid://bryibv73x5iwr" path="res://scripts/CSharp/Common/Fight/NextRoomTrigger.cs" id="37_3y3c4"]
[ext_resource type="Script" uid="uid://dpkx2gbg7b5xh" path="res://scripts/CSharp/Common/Fight/PathSetup.cs" id="37_elhbh"]
[ext_resource type="Script" path="res://scripts/CSharp/Common/Fight/FightSceneSetup.cs" id="37_hqa4k"]
[ext_resource type="Script" uid="uid://dbu8afaiohpdh" path="res://scripts/CSharp/Common/Fight/FightRoomSceneSetup.cs" id="40_cvg1r"]
[ext_resource type="PackedScene" uid="uid://bcld43daavmrn" path="res://prefabs/fight/fight_scene_switcher.tscn" id="40_elhbh"]
[ext_resource type="PackedScene" uid="uid://qfdiudt3vpai" path="res://prefabs/fight/roaming_enemy_group.tscn" id="41_cvg1r"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruj2u"]
shader = ExtResource("16_0fard")
@ -1998,7 +1999,6 @@ y_sort_enabled = true
[node name="Visuals" type="Node2D" parent="YSorted/Paths/Path0/PathVariants/Closed"]
y_sort_enabled = true
scale = Vector2(1, 1)
[node name="bush14" type="Sprite2D" parent="YSorted/Paths/Path0/PathVariants/Closed/Visuals"]
y_sort_enabled = true
@ -2022,7 +2022,6 @@ y_sort_enabled = true
[node name="Visuals" type="Node2D" parent="YSorted/Paths/Path0/PathVariants/OpenToFightRoom"]
y_sort_enabled = true
scale = Vector2(1, 1)
[node name="bush14" type="Sprite2D" parent="YSorted/Paths/Path0/PathVariants/OpenToFightRoom/Visuals"]
z_index = 100
@ -2074,7 +2073,6 @@ y_sort_enabled = true
[node name="Visuals" type="Node2D" parent="YSorted/Paths/Path1/PathVariants/Closed"]
y_sort_enabled = true
scale = Vector2(1, 1)
[node name="bush14" type="Sprite2D" parent="YSorted/Paths/Path1/PathVariants/Closed/Visuals"]
y_sort_enabled = true
@ -2112,7 +2110,6 @@ y_sort_enabled = true
[node name="Visuals" type="Node2D" parent="YSorted/Paths/Path1/PathVariants/OpenToFightRoom"]
y_sort_enabled = true
scale = Vector2(1, 1)
[node name="bush14" type="Sprite2D" parent="YSorted/Paths/Path1/PathVariants/OpenToFightRoom/Visuals"]
z_index = 100
@ -2136,20 +2133,28 @@ pathIndex = 1
position = Vector2(-335, 18)
shape = SubResource("RectangleShape2D_ir2xa")
[node name="FightSceneSetup" type="Node" parent="." node_paths=PackedStringArray("debugLabel")]
unique_name_in_owner = true
script = ExtResource("37_hqa4k")
debugLabel = NodePath("../Debug Label")
[node name="EnemyGroupSpawns" type="Node2D" parent="YSorted"]
position = Vector2(11116, 2546)
[node name="Spawn1" type="Node2D" parent="YSorted/EnemyGroupSpawns"]
position = Vector2(-1008, -358)
[node name="Spawn2" type="Node2D" parent="YSorted/EnemyGroupSpawns"]
position = Vector2(1679, -434)
[node name="Spawn3" type="Node2D" parent="YSorted/EnemyGroupSpawns"]
position = Vector2(1560, 422)
[node name="Spawn4" type="Node2D" parent="YSorted/EnemyGroupSpawns"]
position = Vector2(-1127, 671)
[node name="FightSceneSwitcher" parent="." instance=ExtResource("40_elhbh")]
unique_name_in_owner = true
[node name="Debug Label" type="Label" parent="."]
offset_left = 10485.0
offset_top = 1606.0
offset_right = 12476.0
offset_bottom = 3583.0
theme_override_font_sizes/font_size = 80
text = "hello world"
[node name="FightSceneSetup" type="Node" parent="." node_paths=PackedStringArray("_enemyGroupSpawns", "_fightSceneSwitcher")]
script = ExtResource("40_cvg1r")
_enemyGroupSpawns = [NodePath("../YSorted/EnemyGroupSpawns/Spawn1"), NodePath("../YSorted/EnemyGroupSpawns/Spawn2"), NodePath("../YSorted/EnemyGroupSpawns/Spawn3"), NodePath("../YSorted/EnemyGroupSpawns/Spawn4")]
_roamingEnemyGroupPrefab = ExtResource("41_cvg1r")
_fightSceneSwitcher = NodePath("../FightSceneSwitcher")
[editable path="YSorted/Vesna"]

@ -26,10 +26,10 @@
[ext_resource type="Shader" uid="uid://xnky830dtfsn" path="res://shader/repeat_texture.gdshader" id="25_sgom5"]
[ext_resource type="Script" uid="uid://di0xxwfw43m0i" path="res://scripts/CSharp/Common/FightOld/FightStarter.cs" id="26_gg38r"]
[ext_resource type="PackedScene" uid="uid://hk8ahyp6dgl6" path="res://prefabs/fightOld/fight_base_scene.tscn" id="27_55b52"]
[ext_resource type="PackedScene" uid="uid://bp64p6y72j71w" path="res://prefabs/fight/fighters/enemy_blob_fighter.tscn" id="27_hfhye"]
[ext_resource type="PackedScene" uid="uid://bp64p6y72j71w" path="res://prefabs/fightOld/fighters/enemy_blob_fighter.tscn" id="27_hfhye"]
[ext_resource type="PackedScene" uid="uid://c25udixd5m6l0" path="res://prefabs/characters/Player2D.tscn" id="29_3jjxs"]
[ext_resource type="PackedScene" uid="uid://ddpl8cbck7e6s" path="res://prefabs/characters/Chugar.tscn" id="29_26tkn"]
[ext_resource type="PackedScene" uid="uid://cr66tpdr5rma5" path="res://prefabs/fight/fighters/enemy_mavkha_fighter.tscn" id="29_hfhye"]
[ext_resource type="PackedScene" uid="uid://cr66tpdr5rma5" path="res://prefabs/fightOld/fighters/enemy_mavkha_fighter.tscn" id="29_hfhye"]
[ext_resource type="Resource" uid="uid://dlcmqfjvgphqu" path="res://resources/items/rake.tres" id="30_l10vl"]
[ext_resource type="Resource" uid="uid://cndd64batns31" path="res://resources/items/wateringcan.tres" id="31_c2gvt"]
[ext_resource type="Texture2D" uid="uid://dyueumlr5ltvr" path="res://art/nature/baum märz 2025/megaeichel megaast.png" id="37_gg38r"]

@ -0,0 +1,39 @@
using System;
namespace Babushka.scripts.CSharp.Common.Fight.ActionDetails;
public class TargetSelectActionDetail : FighterAction.FighterActionDetail
{
public enum VisualRange
{
Single
}
// settings
public required bool selectEnemy;
public required bool selectAlly;
public VisualRange visualRange = VisualRange.Single;
// result
private FightWorld.Fighter? target;
public override bool DetailComplete()
{
return target != null;
}
public void ResetResult()
{
target = null;
}
public void SetTarget(FightWorld.Fighter fighter)
{
target = fighter;
}
public FightWorld.Fighter GetTarget()
{
return target ?? throw new InvalidOperationException("No target selected");
}
}

@ -0,0 +1,46 @@
using System;
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
using Babushka.scripts.CSharp.Common.Util;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight.Actions;
public class AllyAttackAction : FighterAction
{
// details
public TargetSelectActionDetail targetSelect = new()
{
selectEnemy = true,
selectAlly = false
};
public override Variant<float, Func<bool>> GetAnimationEnd()
{
return 1;
}
public override bool NextDetail()
{
return !targetSelect.DetailComplete();
}
public override FighterActionDetail CurrentDetail()
{
return targetSelect;
}
public override AllyActionButton BindToActionButton()
{
return AllyActionButton.Attack;
}
public override void Reset()
{
targetSelect.ResetResult();
}
public override void ExecuteAction()
{
targetSelect.GetTarget().AddHealth(-5);
}
}

@ -1,34 +1,125 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.Common.Fight;
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
using Babushka.scripts.CSharp.Common.Util;
public partial class AllFightersVisual : Node
{
[Export] private Node2D _allyFighters;
[Export] private Node2D _enemyFighters;
[Export] private PackedScene _blobFighterVisual;
[Export] private PackedScene _bigBlobFighterVisual;
[Export] private PackedScene _mavkaFighterVisual;
[Export] private PackedScene _yourMomFighterVisual;
[Export] private PackedScene _vesnaFighterVisual;
public void EnterFighter(FightWorld.Fighter fighter, bool isEnemy)
[ExportCategory("References")] [Export]
private Node2D _allyFighters = null!;
[Export] private Node2D _enemyFighters = null!;
[ExportCategory("Fighter Visual Scenes")]
[Export] private PackedScene _blobFighterVisual = null!;
[Export] private PackedScene _bigBlobFighterVisual = null!;
[Export] private PackedScene _mavkaFighterVisual = null!;
[Export] private PackedScene _yourMomFighterVisual = null!;
[Export] private PackedScene _vesnaFighterVisual = null!;
[ExportCategory("Settings")]
[Export(PropertyHint.ArrayType)] private float[] _positionDistanceFromCenter = [10, 20, 30];
private Dictionary<FightWorld.Fighter, FighterVisual> _fighterVisuals = new();
#region Shortcuts
private FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
#endregion
#region State Reactions
public void FightHappeningStateChange(FightHappening.FightState from, FightHappening.FightState to)
{
var parent = isEnemy ? _enemyFighters : _allyFighters;
if (to == FightHappening.FightState.FightersEnterAnim)
{
EnterFighter();
}
if (to == FightHappening.FightState.InputActionDetail)
{
if (HappeningData.actionStaging!.CurrentDetail() is TargetSelectActionDetail targetDetail)
{
ShowTargetSelect(targetDetail);
}
}
var packedScene = fighter.type switch
if (from == FightHappening.FightState.InputActionDetail)
{
FightWorld.Fighter.Type.Blob => _blobFighterVisual,
FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
_ => throw new ArgumentOutOfRangeException()
};
var fighterVisual = packedScene.Instantiate<FighterVisual>();
fighterVisual.Initialize(fighter);
parent.AddChild(fighterVisual);
HideTargetSelect();
}
}
}
public void EnterFighter()
{
if (HappeningData.fightersEnterStaging == null)
return;
if (!HappeningData.fightersEnterStaging.HasAnyToExecute())
return;
foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
{
var packedScene = fighter.type switch
{
FightWorld.Fighter.Type.Blob => _blobFighterVisual,
FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
_ => throw new ArgumentOutOfRangeException()
};
var fighterVisual = packedScene.Instantiate<FighterVisual>();
fighterVisual.Initialize(fighter);
_enemyFighters.AddChild(fighterVisual);
fighterVisual.Position = new Vector2(_positionDistanceFromCenter[_enemyFighters.GetChildCount() - 1], 0);
_fighterVisuals.Add(fighter, fighterVisual);
}
foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
{
var packedScene = fighter.type switch
{
FightWorld.Fighter.Type.Blob => _blobFighterVisual,
FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
_ => throw new ArgumentOutOfRangeException()
};
var fighterVisual = packedScene.Instantiate<FighterVisual>();
fighterVisual.Initialize(fighter);
_allyFighters.AddChild(fighterVisual);
fighterVisual.Position = new Vector2(-_positionDistanceFromCenter[_allyFighters.GetChildCount() - 1], 0);
_fighterVisuals.Add(fighter, fighterVisual);
}
}
private void ShowTargetSelect(TargetSelectActionDetail targetDetail)
{
if (targetDetail.selectEnemy)
_fighterVisuals.Where(kv => kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
if (targetDetail.selectAlly)
_fighterVisuals.Where(kv => !kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
}
private void HideTargetSelect()
{
foreach (var visual in _fighterVisuals.Values)
{
visual.SetTargetSelectionActive(false);
}
}
#endregion
}

@ -0,0 +1,32 @@
using Babushka.scripts.CSharp.Common.Fight.Actions;
namespace Babushka.scripts.CSharp.Common.Fight;
public class AllyFighters
{
public FightWorld.Fighter vesnaFighter = new()
{
type = FightWorld.Fighter.Type.Vesna,
maxHealth = 20,
isEnemy = false,
availableActions =
[
new AllyAttackAction()
]
};
public FightWorld.Fighter chuhaFighter = new()
{
type = FightWorld.Fighter.Type.Chuha,
maxHealth = 15,
isEnemy = false,
availableActions =
[
new FighterAction.Skip()
]
};
public bool IsAlive()
{
return vesnaFighter.IsAlive();
}
}

@ -9,7 +9,7 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FightHappening
public partial class FightHappening : Node
{
/*
To get a visual overview of the FightHappening state machine, refer to the graph on miro:
@ -36,14 +36,14 @@ public class FightHappening
EnemyWin,
}
private class FightersEnterStaging
public class FightersEnterStaging
{
public required List<FightWorld.Fighter> enteringAllyFighters;
public required List<FightWorld.Fighter> enteringEnemyFighters;
public bool HasAnyToExecute()
{
return enteringAllyFighters.Count != 0 || enteringEnemyFighters.Count != 0;
return enteringAllyFighters.Any() || enteringEnemyFighters.Any();
}
}
@ -56,7 +56,7 @@ public class FightHappening
#endregion
#region ShortCuts
#region Shortcuts
private static FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
@ -67,18 +67,33 @@ public class FightHappening
#region Events
public event Action<FightState>? transitionFromState;
public event Action<FightState, FightState>? transitionState;
public event Action<FightState>? transitionToState;
[Signal]
public delegate void SignalTransitionFromStateEventHandler(FightState state);
[Signal]
public delegate void SignalTransitionStateEventHandler(FightState from, FightState to);
[Signal]
public delegate void SignalTransitionToStateEventHandler(FightState state);
#endregion
#region Staging
#region Singleton
public static FightHappening Instance = null!;
private FightersEnterStaging? _fightersEnterStaging;
private FighterAction? _actionStaging;
private void SetupInstance()
{
Instance = this;
}
#endregion
public override void _Ready()
{
SetupInstance();
StartFight();
}
#region Public Methods
@ -88,17 +103,51 @@ public class FightHappening
ChangeState(FightState.FightStartAnim);
}
public void ActionSelect(FighterAction action)
{
RequireState(FightState.InputActionSelect);
HappeningData.actionStaging = action;
action.Reset();
ChangeState(FightState.ActionCheckDetails);
}
public void DetailFilled()
{
RequireState(FightState.InputActionDetail);
ChangeState(FightState.ActionCheckDetails);
}
#endregion
#region State Machine
private bool _inTransition = false;
private FightState? _changeToAfterTransition = null;
private void ChangeState(FightState nextState)
{
_changeToAfterTransition = null;
if (_inTransition)
{
_changeToAfterTransition = nextState;
return;
}
_inTransition = true;
TransitionFromState();
var lastState = HappeningData.fightState;
HappeningData.fightState = nextState;
TransitionFromToState(nextState, lastState);
TransitionToState(nextState);
EmitSignalSignalTransitionFromState(lastState);
EmitSignalSignalTransitionState(lastState, nextState);
EmitSignalSignalTransitionToState(nextState);
_inTransition = false;
if (_changeToAfterTransition.HasValue)
{
ChangeState(_changeToAfterTransition.Value);
}
}
private void TransitionFromState()
@ -108,21 +157,10 @@ public class FightHappening
{
default: break;
}
// notify everyone else
transitionFromState?.Invoke(HappeningData.fightState);
}
private void TransitionFromToState(FightState nextState, FightState lastState)
{
transitionState?.Invoke(lastState, nextState);
}
private void TransitionToState(FightState nextState)
{
// notify everyone else
transitionToState?.Invoke(nextState);
// fixed behaviour
switch (HappeningData.fightState)
{
@ -130,8 +168,8 @@ public class FightHappening
AdvanceToStateInSeconds(FightState.FightersEnter, StartAnimationTime);
break;
case FightState.FightersEnter:
_fightersEnterStaging = StageFightersEnter();
if (_fightersEnterStaging.HasAnyToExecute())
HappeningData.fightersEnterStaging = StageFightersEnter();
if (HappeningData.fightersEnterStaging.HasAnyToExecute())
{
ExecuteFightersEnter();
ChangeState(FightState.FightersEnterAnim);
@ -150,10 +188,11 @@ public class FightHappening
ChangeState(FightState.StateCheck);
break;
case FightState.StateCheck:
// restest action staging
_actionStaging = null;
// restest action staging and fighter enter staging
HappeningData.actionStaging = null;
HappeningData.fightersEnterStaging = null;
if ( /*TODO: are all allys dead*/ false)
if (!FightWorld.Instance.allyFighters.IsAlive())
{
ChangeState(FightState.EnemyWin);
}
@ -161,7 +200,7 @@ public class FightHappening
{
ChangeState(FightState.PlayerWin);
}
else if (CurrentFighter.actionsLeft <= 0)
else if (CurrentFighter.actionPointsLeft <= 0)
{
ChangeState(FightState.FightersEnter);
}
@ -179,9 +218,11 @@ public class FightHappening
// wait for player input
break;
case FightState.ActionCheckDetails:
RequireNotNull(HappeningData.actionStaging);
if (ActionAbort())
ChangeState(FightState.InputActionSelect);
else if (ActionNeededDetail() != null)
else if (ActionNeededDetail())
ChangeState(FightState.InputActionDetail);
else
ChangeState(FightState.ActionExecute);
@ -190,7 +231,7 @@ public class FightHappening
// wait for player input
break;
case FightState.EnemyActionSelect:
_actionStaging = CurrentFighter.AutoSelectAction();
HappeningData.actionStaging = CurrentFighter.AutoSelectAction();
ChangeState(FightState.ActionExecute);
break;
case FightState.ActionExecute:
@ -212,7 +253,6 @@ public class FightHappening
default: break;
}
}
#endregion
#region Game Logic
@ -221,38 +261,33 @@ public class FightHappening
{
// ally
var enteringAllyFighters = new List<FightWorld.Fighter>();
//TODO
var allyFighters = FightWorld.Instance.allyFighters;
if (!allyFighters.vesnaFighter.entered)
{
enteringAllyFighters.Add(allyFighters.vesnaFighter);
}
// enemy
const int totalEnemySpace = 3;
var enemySpaceLeft = totalEnemySpace - HappeningData.enemyGroup.GetEnteredAmount();
var enterEnemyFighters = new List<FightWorld.Fighter>();
for (var i = 0; i < enemySpaceLeft; i++)
{
if (HappeningData.enemyGroup.TryGetFirstUnenteredFighter(out var fighter))
{
enterEnemyFighters.Add(fighter);
}
}
return new FightersEnterStaging
{
enteringAllyFighters = enteringAllyFighters,
enteringEnemyFighters = enterEnemyFighters
enteringEnemyFighters = HappeningData.enemyGroup.GetUptoUnenteredFighters(enemySpaceLeft).ToList()
};
}
private void ExecuteFightersEnter()
{
Debug.Assert(_fightersEnterStaging != null);
foreach (var fighter in _fightersEnterStaging.enteringAllyFighters)
Debug.Assert(HappeningData.fightersEnterStaging != null);
foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
}
foreach (var fighter in _fightersEnterStaging.enteringEnemyFighters)
foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
@ -262,30 +297,32 @@ public class FightHappening
private void ExecuteNextFighter()
{
HappeningData.fighterStack.Next();
CurrentFighter.actionPointsLeft = CurrentFighter.maxActionPoints;
}
private void ExecuteAction()
{
Debug.Assert(_actionStaging != null);
_actionStaging.ExecuteAction();
Debug.Assert(HappeningData.actionStaging != null);
HappeningData.actionStaging.ExecuteAction();
CurrentFighter.actionPointsLeft -= HappeningData.actionStaging.GetActionPointCost();
}
private Variant<float, Func<bool>> GetActionAnimationEnd()
{
Debug.Assert(_actionStaging != null);
return _actionStaging.GetAnimationEnd();
Debug.Assert(HappeningData.actionStaging != null);
return HappeningData.actionStaging.GetAnimationEnd();
}
private bool ActionAbort()
{
Debug.Assert(_actionStaging != null);
return _actionStaging.MarkedForAbort();
Debug.Assert(HappeningData.actionStaging != null);
return HappeningData.actionStaging.MarkedForAbort();
}
private FighterAction.FighterActionDetail? ActionNeededDetail()
private bool ActionNeededDetail()
{
Debug.Assert(_actionStaging != null);
return _actionStaging.NeededDetail();
Debug.Assert(HappeningData.actionStaging != null);
return HappeningData.actionStaging.NextDetail();
}
#endregion // Game Logic
@ -300,6 +337,14 @@ public class FightHappening
throw new Exception(
$"Can not call this Method while in state {HappeningData.fightState}. Only available in {string.Join(" ,", states)}");
}
private void RequireNotNull(Object? o)
{
if (o != null)
return;
throw new Exception("Object must not be null to call this method");
}
private void AdvanceToStateInSeconds(FightState nextState, float seconds)
{
@ -317,4 +362,6 @@ public class FightHappening
}
#endregion
}

@ -0,0 +1,53 @@
using Godot;
using System;
using System.Linq;
using Babushka.scripts.CSharp.Common.Fight;
public partial class FightHappeningStateDebugger : Node
{
[Export] private Label _label;
private FightWorld.FightHappeningData Data => FightWorld.Instance.fightHappeningData!;
public void StateChange(FightHappening.FightState from, FightHappening.FightState to)
{
_label.Text += $"State changed from {from} to {to}\n";
switch (to)
{
case FightHappening.FightState.None:
break;
case FightHappening.FightState.FightStartAnim:
break;
case FightHappening.FightState.FightersEnter:
break;
case FightHappening.FightState.FightersEnterAnim:
_label.Text +=
$" {Data.fightersEnterStaging!.enteringAllyFighters.Count} allies " +
$"and {Data.fightersEnterStaging.enteringEnemyFighters.Count} enemies are entering the fight.\n";
break;
case FightHappening.FightState.NextFighter:
break;
case FightHappening.FightState.StateCheck:
break;
case FightHappening.FightState.InputActionSelect:
break;
case FightHappening.FightState.ActionCheckDetails:
break;
case FightHappening.FightState.InputActionDetail:
break;
case FightHappening.FightState.ActionExecute:
_label.Text += $" Executing action: {Data.actionStaging!.GetType()}\n";
break;
case FightHappening.FightState.ActionAnim:
break;
case FightHappening.FightState.EnemyActionSelect:
break;
case FightHappening.FightState.PlayerWin:
break;
case FightHappening.FightState.EnemyWin:
break;
default:
throw new ArgumentOutOfRangeException(nameof(to), to, null);
}
}
}

@ -0,0 +1,27 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightHappeningStateReaction : Node
{
[Export] private FightHappening.FightState _fightState;
[Signal]
public delegate void OnStateEnteredEventHandler();
[Signal]
public delegate void OnStateExitedEventHandler();
public void FightHappeningStateTransitioned(FightHappening.FightState fromState, FightHappening.FightState toState)
{
if (fromState == _fightState)
{
EmitSignalOnStateExited();
}
if (toState == _fightState)
{
EmitSignalOnStateEntered();
}
}
}

@ -1,21 +1,29 @@
using System.Collections.Generic;
using Babushka.scripts.CSharp.Common.Util;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightRoomSceneSetup : Node
{
[Export] private Label debugLabel;
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns;
[Export] private PackedScene _roamingEnemyGroupPrefab;
[Export] private FightSceneSwitcher _fightSceneSwitcher;
public override void _Ready()
{
var room = FightWorld.Instance.currentRoom!;
debugLabel.Text = $"Room Debug:\n{room.paths.Count} paths out of this room\n{room.enemyGroups.Count} enemy groups:\n";
foreach (var enemyGroup in room.enemyGroups)
var i = 0;
foreach (var availableParent in _enemyGroupSpawns.Shuffle())
{
debugLabel.Text += $" {enemyGroup.enemies.Count} enemies:\n";
foreach (var enemy in enemyGroup.enemies)
{
debugLabel.Text += $" {enemy.type}\n";
}
var enemyGroup = room.enemyGroups[i];
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(enemyGroup, _fightSceneSwitcher);
availableParent.AddChild(roamingEnemyGroup);
if (i >= room.enemyGroups.Count - 1) break;
i++;
}
}
}

@ -25,7 +25,7 @@ public partial class FightSceneSwitcher : Node
private async void UnloadAfterDelay()
{
await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); // 1.0f seconds
sceneRoot.QueueFree();
//sceneRoot.QueueFree();
}
public void SwitchRoom(int pathIndex)
@ -38,4 +38,16 @@ public partial class FightSceneSwitcher : Node
FightWorld.Instance.currentRoom = nextRoom;
LoadNext();
}
public void SwitchToFight(FightWorld.FighterGroup enemyGroup)
{
if (FightWorld.Instance.fightHappeningData != null)
throw new Exception("Trying to start a fight while already in a fight");
FightWorld.Instance.fightHappeningData = new FightWorld.FightHappeningData
{
enemyGroup = enemyGroup,
};
LoadNext();
}
}

@ -5,41 +5,46 @@ namespace Babushka.scripts.CSharp.Common.Fight;
public static class FightUtils
{
public static int GetEnteredAmount(this FightWorld.EnemyGroup self)
public static int GetEnteredAmount(this FightWorld.FighterGroup self)
{
return self.enemies.Count(e => e.IsAlive() && e.entered);
}
public static bool TryGetFirstUnenteredFighter(this FightWorld.EnemyGroup self, out FightWorld.Fighter fighter)
public static IEnumerable<FightWorld.Fighter> GetUptoUnenteredFighters(
this FightWorld.FighterGroup self,
int maxFighters)
{
foreach (var f in self.enemies.Where(e=>!e.entered && e.IsAlive()))
{
fighter = f;
return true;
}
fighter = null!;
return false;
if (maxFighters <= self.enemies.Count)
return self.enemies
.Where(e => !e.entered && e.IsAlive());
return self.enemies
.Where(e => !e.entered && e.IsAlive())
.Take(maxFighters);
}
public static bool IsAlive(this FightWorld.Fighter self)
{
return self.GetHealth() >= 0;
}
public static bool IsDead(this FightWorld.Fighter self)
{
return !self.IsAlive();
}
public static int GetHealth(this FightWorld.Fighter self)
{
return self.health ?? self.maxHealth;
}
public static bool AreAllDead(this FightWorld.EnemyGroup self)
public static void AddHealth(this FightWorld.Fighter self, int addHealth)
{
self.health = self.GetHealth() + addHealth;
}
public static bool AreAllDead(this FightWorld.FighterGroup self)
{
return self.enemies.All(e => e.IsDead());
}
}

@ -14,10 +14,10 @@ public partial class FightWorld : Node
public class Room
{
public required Dictionary<int, Room> paths;
public required List<EnemyGroup> enemyGroups;
public required List<FighterGroup> enemyGroups;
}
public class EnemyGroup
public class FighterGroup
{
public required List<Fighter> enemies;
}
@ -26,7 +26,9 @@ public partial class FightWorld : Node
{
public FightHappening.FightState fightState = FightHappening.FightState.None;
public FighterStack fighterStack = new();
public required EnemyGroup enemyGroup;
public required FighterGroup enemyGroup;
public FightHappening.FightersEnterStaging? fightersEnterStaging;
public FighterAction? actionStaging;
}
public class Fighter
@ -37,16 +39,18 @@ public partial class FightWorld : Node
BigBlob,
Mavka,
YourMom,
Vesna
Vesna,
Chuha
}
public required Type type;
public required int maxHealth;
public required bool isEnemy;
public required List<FighterAction> availableActions;
public int maxActionPoints = 1;
public int? health = null; // null => initialize to full health on spawn
public bool entered = false;
public int actionsLeft;
public int actionPointsLeft;
public FighterAction AutoSelectAction()
{
@ -69,6 +73,7 @@ public partial class FightWorld : Node
public World? world = null;
public Room? currentRoom = null;
public FightHappeningData? fightHappeningData = null;
public AllyFighters allyFighters = new();
public void MyEnterTree()
{
@ -123,9 +128,9 @@ public partial class FightWorld : Node
return room;
}
private List<EnemyGroup> GenerateEnemyGroups()
private List<FighterGroup> GenerateEnemyGroups()
{
var enemyGroups = new List<EnemyGroup>();
var enemyGroups = new List<FighterGroup>();
var enemyGroupCount = GD.RandRange(1, 3);
@ -137,9 +142,9 @@ public partial class FightWorld : Node
return enemyGroups;
}
private EnemyGroup GenerateSingleEnemyGroup()
private FighterGroup GenerateSingleEnemyGroup()
{
var enemyGroup = new EnemyGroup
var enemyGroup = new FighterGroup
{
enemies = []
};
@ -158,13 +163,14 @@ public partial class FightWorld : Node
{
var typeRoll = GD.RandRange(0, 99);
var type = typeRoll switch
{
< 50 => Fighter.Type.Blob,
< 75 => Fighter.Type.BigBlob,
< 90 => Fighter.Type.Mavka,
_ => Fighter.Type.YourMom
};
//var type = typeRoll switch
//{
// < 50 => Fighter.Type.Blob,
// < 75 => Fighter.Type.BigBlob,
// < 90 => Fighter.Type.Mavka,
// _ => Fighter.Type.YourMom
//};
var type = Fighter.Type.Blob;
var enemy = new Fighter
{
@ -172,7 +178,8 @@ public partial class FightWorld : Node
health = null,
isEnemy = true,
maxHealth = 12,
availableActions = [
availableActions =
[
new FighterAction.Skip()
]
};

@ -7,13 +7,24 @@ namespace Babushka.scripts.CSharp.Common.Fight;
public abstract class FighterAction
{
// enum has explicit values, because they are set in godot signals as integers
// e.g. here: BabushkaSceneFightHappening => ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton
public enum AllyActionButton
{
None,
Attack = 1,
Summon = 2,
Talk = 3,
Flee = 4,
}
public class TargetSelection
{
// ReSharper disable once MemberHidesStaticFromOuterClass
public static readonly TargetSelection Skip = new() { skipTargetSelection = () => true };
public Func<bool> skipTargetSelection = () => false;
}
public abstract class FighterActionDetail
{
public abstract bool DetailComplete();
@ -63,7 +74,46 @@ public abstract class FighterAction
return _abort;
}
public abstract FighterActionDetail? NeededDetail();
/// <summary>
/// Returns the FighterActionDetail, that is currently handled.
/// </summary>
/// <returns></returns>
public virtual FighterActionDetail CurrentDetail()
{
throw new Exception("Action has no details to handle");
}
/// <summary>
/// Sets the next Detail to be handled. Returns false, when there are no more details to handle.
/// </summary>
/// <returns></returns>
public abstract bool NextDetail();
/// <summary>
/// Returns the action point cost of this action.
/// Right now, only the values 1 and 0 make sense.
/// </summary>
/// <returns></returns>
public virtual int GetActionPointCost()
{
return 1;
}
/// <summary>
/// Will be called right after the action is selected by the player. Can be used to reset the state of the details
/// </summary>
public virtual void Reset()
{
}
/// <summary>
/// If this action should be bound to an action button in the UI, return the corresponding enum value here.
/// </summary>
/// <returns></returns>
public virtual AllyActionButton BindToActionButton()
{
return AllyActionButton.None;
}
public class Skip : FighterAction
{
@ -72,9 +122,10 @@ public abstract class FighterAction
return 0f;
}
public override FighterActionDetail? NeededDetail()
public override bool NextDetail()
{
return null;
return false;
}
}
}
}

@ -1,131 +1,72 @@
using Godot;
using System;
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Fight;
[Tool]
public partial class FighterVisual : Node2D
{
//[Export] public string name;
//[Export] public int maxHealth;
//[Export] public int attackStrength;
//[Export] public int maxActions = 1;
[Export] public FightWorld.Fighter.Type type;
[ExportCategory("References")]
[Export] private Node2D _attackButtons;
[Export] private Node2D _targetButtons;
[Export] private Node2D _targetMarker;
[Export] private Label _healthText;
[Export] private Node2D _visualSprite;
[Signal] public delegate void DamageTakenEventHandler();
[Signal] public delegate void AttackingEventHandler();
[Signal] public delegate void DyingEventHandler();
[Signal] public delegate void HealedEventHandler();
private FightWorld.Fighter _boundFighter;
//private void Die()
//{
// _visualSprite.Scale = new Vector2(1, 0.3f);
// EmitSignalDying();
//}
//public override void _Ready()
//{
// UpdateHealthVisual();
// ResetActions();
//}
public void Initialize(FightWorld.Fighter fighter)
{
_boundFighter = fighter;
UpdateHealthVisual();
}
public void Attack()
{
//FightHappening.SelectAttack(this);
}
public void HideAttackButton()
{
_attackButtons.Hide();
}
#region Shortcuts
public void ShowAttackButton()
{
_attackButtons.Show();
}
private FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
public void HideTargetButtons()
{
_targetButtons.Hide();
}
#endregion
[ExportCategory("References")]
[Export] private Node2D _visualParent;
[Export] private Node2D _targetSelectionParent;
public void ShowTargetButtons()
{
_targetButtons.Show();
}
[Signal]
public delegate void DamageTakenEventHandler();
public void TargetMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
{
if (inputEvent.IsPressed())
ClickedTarget();
}
[Signal]
public delegate void AttackingEventHandler();
public void AttackMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
{
if (inputEvent.IsPressed())
ClickedAttack();
}
public void HealMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
{
if (inputEvent.IsPressed())
ClickedHeal();
}
[Signal]
public delegate void DyingEventHandler();
private void ClickedAttack()
{
//FightHappening.SelectAttack(this);
}
[Signal]
public delegate void HealedEventHandler();
private void ClickedHeal()
{
//FightHappening.SelectHeal(this);
}
private void ClickedTarget()
{
//FightHappening.SelectTargetAndAttack(this);
}
private FightWorld.Fighter _boundFighter;
public void StartHoverTarget()
public void Initialize(FightWorld.Fighter fighter)
{
_targetMarker.Visible = true;
_boundFighter = fighter;
UpdateMirrorState();
}
public void EndHoverTarget()
/// <summary>
/// fighter visuals should always look to the right in the scene.
/// This function flips the sprites horizontally, when the fighter is an enemy.
/// </summary>
private void UpdateMirrorState()
{
_targetMarker.Visible = false;
_visualParent.Scale = new Vector2(_boundFighter.isEnemy ? -1 : 1, 1);
}
public void UpdateHealthVisual()
public void SetTargetSelectionActive(bool value)
{
_healthText.Text = $"{_boundFighter.health}";
_targetSelectionParent.Visible = value;
_targetSelectionParent.ProcessMode = value ? ProcessModeEnum.Inherit : ProcessModeEnum.Disabled;
}
public bool IsDead()
// listen from inside
public void ClickedTarget()
{
//return Health <= 0;
return true;
}
if (HappeningData.actionStaging!.CurrentDetail() is not TargetSelectActionDetail targetDetail)
throw new InvalidOperationException("No target selection needed right now");
public void ResetActions()
{
//_actions = maxActions;
targetDetail.SetTarget(_boundFighter);
FightHappening.Instance.DetailFilled();
}
// Animations
public void AttackAnimation(FightAttack attack)
{
EmitSignalAttacking();
@ -134,7 +75,6 @@ public partial class FighterVisual : Node2D
tween.TweenCallback(Callable.From(() => attack.target?.HitAnimation(attack)));
tween.TweenProperty(this, "position", new Vector2(0, 0), 0.7)
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
}
private void HitAnimation(FightAttack attack)
@ -154,4 +94,4 @@ public partial class FighterVisual : Node2D
tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
}
}
}

@ -0,0 +1,20 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class RoamingEnemyGroup : Node2D
{
private FightWorld.FighterGroup _boundEnemyGroup;
private FightSceneSwitcher _fightSceneSwitcher;
public void Initialize(FightWorld.FighterGroup enemyGroup, FightSceneSwitcher fightSceneSwitcher)
{
_boundEnemyGroup = enemyGroup;
_fightSceneSwitcher = fightSceneSwitcher;
}
public void StartFight()
{
_fightSceneSwitcher.SwitchToFight(_boundEnemyGroup);
}
}

@ -0,0 +1,35 @@
using System.Linq;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight.UI;
public partial class ActionSelectUiSetup : CanvasLayer
{
// shortcuts
private FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
// references
[Export] private Button _attackActionButton = null!;
[Export] private Button _summonActionButton = null!;
[Export] private Button _talkActionButton = null!;
[Export] private Button _fleeActionButton = null!;
// gets called from a state reaction enter (InputActionSelect)
public void StateEntered()
{
var actions = CurrentFighter.availableActions;
_attackActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Attack);
_summonActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Summon);
_talkActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Talk);
_fleeActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Flee);
}
public void SelectAction(FighterAction.AllyActionButton actionButton)
{
var action = CurrentFighter.availableActions.First(a => a.BindToActionButton() == actionButton);
FightHappening.Instance.ActionSelect(action);
}
}

@ -0,0 +1,16 @@
using Godot;
using System;
public partial class TargetSelectionClick : Area2D
{
[Signal]
public delegate void TargetSelectedEventHandler();
public override void _InputEvent(Viewport viewport, InputEvent @event, int shapeIdx)
{
if (@event is InputEventMouseButton { Pressed: true, ButtonIndex: MouseButton.Left })
{
EmitSignalTargetSelected();
}
}
}

@ -16,6 +16,16 @@ public static class LinqExtras
}
}
public static void ForEach<T>(this IEnumerable<T> self, Action<T, int> action)
{
var i = 0;
foreach (var t in self)
{
action.Invoke(t, i);
i++;
}
}
public static T? Random<T>(this IEnumerable<T> self)
{
var selfList = self.ToList();
@ -24,4 +34,16 @@ public static class LinqExtras
var randomIndex = new Random().Next(0, selfList.Count);
return selfList[randomIndex];
}
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> self)
{
var selfList = self.ToList();
var random = new Random();
for (var i = 0; i < selfList.Count; i++)
{
var j = random.Next(i, selfList.Count);
(selfList[i], selfList[j]) = (selfList[j], selfList[i]);
}
return selfList;
}
}

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