♻️ Implemented FightersFormation to keep track of the fight entered state of the fighters

pull/22/head
jonathan 3 months ago
parent 0de3bcae22
commit 83dc6bfd56

@ -2,8 +2,7 @@
[ext_resource type="Script" uid="uid://cql8mt5jsmcdl" path="res://scripts/CSharp/Common/Fight/FightSceneSwitcher.cs" id="1_5dt1r"]
[node name="FightSceneSwitcher" type="Node" node_paths=PackedStringArray("_sceneRoot")]
[node name="FightSceneSwitcher" type="Node"]
script = ExtResource("1_5dt1r")
_sceneRoot = NodePath("")
_fightRoomScenePath = "res://scenes/Babushka_scene_fight_world_room.tscn"
_fightHappeningScene = "res://scenes/Babushka_scene_fight_happening.tscn"

@ -52,7 +52,7 @@ public class AllyAttackAction : FighterAction
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
{
var currentFighter = HappeningData.fighterStack.Current;
var currentFighter = HappeningData.fighterTurn.Current;
var targetFighter = targetSelect.GetTarget();
var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);

@ -23,7 +23,7 @@ public class BlobAttackAction : FighterAction
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
{
var currentFighter = HappeningData.fighterStack.Current;
var currentFighter = HappeningData.fighterTurn.Current;
var targetFighter = FightWorld.Instance.allyFighters.vesnaFighter;
var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);

@ -1,10 +1,11 @@
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;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class AllFightersVisual : Node
{
@ -57,7 +58,7 @@ public partial class AllFightersVisual : Node
if (from == FightHappening.FightState.ActionAnim)
{
_fighterVisuals.Values.ForEach(fv=>fv.UpdateHealthBar());
_fighterVisuals.Values.ForEach(fv => fv.UpdateHealthBar());
}
}
@ -112,10 +113,14 @@ public partial class AllFightersVisual : Node
private void ShowTargetSelect(TargetSelectActionDetail targetDetail)
{
if (targetDetail.selectEnemy)
_fighterVisuals.Where(kv => kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
if (targetDetail.selectAlly)
_fighterVisuals.Where(kv => !kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
_fighterVisuals
.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
}
private void HideTargetSelect()

@ -8,7 +8,6 @@ public class AllyFighters
{
type = FightWorld.Fighter.Type.Vesna,
maxHealth = 20,
isEnemy = false,
availableActions =
[
new AllyAttackAction()
@ -18,7 +17,6 @@ public class AllyFighters
{
type = FightWorld.Fighter.Type.Chuha,
maxHealth = 15,
isEnemy = false,
availableActions =
[
new FighterAction.Skip()

@ -61,7 +61,7 @@ public partial class FightHappening : Node
private static FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private static FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
private static FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
#endregion
@ -88,7 +88,7 @@ public partial class FightHappening : Node
}
#endregion
public override void _Ready()
{
SetupInstance();
@ -110,7 +110,7 @@ public partial class FightHappening : Node
action.Reset();
ChangeState(FightState.ActionCheckDetails);
}
public void DetailFilled()
{
RequireState(FightState.InputActionDetail);
@ -204,7 +204,7 @@ public partial class FightHappening : Node
{
ChangeState(FightState.FightersEnter);
}
else if (CurrentFighter.isEnemy)
else if (CurrentFighter.IsInFormation(HappeningData.enemyFighterFormation))
{
ChangeState(FightState.EnemyActionSelect);
}
@ -219,7 +219,7 @@ public partial class FightHappening : Node
break;
case FightState.ActionCheckDetails:
RequireNotNull(HappeningData.actionStaging);
if (ActionAbort())
ChangeState(FightState.InputActionSelect);
else if (ActionNeededDetail())
@ -249,10 +249,15 @@ public partial class FightHappening : Node
_ = AdvanceToStateWhenDone(FightState.StateCheck, actionTime);
}
break;
case FightState.EnemyWin:
// TODO: remove and find proper solution
ReviveVesna();
break;
default: break;
}
}
#endregion
#region Game Logic
@ -262,19 +267,23 @@ public partial class FightHappening : Node
// ally
var enteringAllyFighters = new List<FightWorld.Fighter>();
var allyFighters = FightWorld.Instance.allyFighters;
if (!allyFighters.vesnaFighter.entered)
if (!allyFighters.vesnaFighter.IsInFormation(HappeningData.allyFighterFormation))
{
enteringAllyFighters.Add(allyFighters.vesnaFighter);
}
// enemy
const int totalEnemySpace = 3;
var enemySpaceLeft = totalEnemySpace - HappeningData.enemyGroup.GetEnteredAmount();
var enemySpaceLeft = HappeningData.enemyFighterFormation.GetEmptySlotCount();
return new FightersEnterStaging
{
enteringAllyFighters = enteringAllyFighters,
enteringEnemyFighters = HappeningData.enemyGroup.GetUptoUnenteredFighters(enemySpaceLeft).ToList()
enteringEnemyFighters = HappeningData.enemyGroup.fighters
.WhereIsAlive()
.WhereIsNotInFormation(HappeningData.enemyFighterFormation)
.Take(enemySpaceLeft)
.ToList()
};
}
@ -283,21 +292,25 @@ public partial class FightHappening : Node
Debug.Assert(HappeningData.fightersEnterStaging != null);
foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
var emptySlotIndex = HappeningData.allyFighterFormation.GetFirstEmptySlot();
if (emptySlotIndex < 0) throw new Exception("No empty slot for ally fighter to enter");
HappeningData.allyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter);
}
foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
var emptySlotIndex = HappeningData.enemyFighterFormation.GetFirstEmptySlot();
if (emptySlotIndex < 0) throw new Exception("No empty slot for enemy fighter to enter");
HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
HappeningData.fighterTurn.AddAsLast(fighter);
}
}
private void ExecuteNextFighter()
{
HappeningData.fighterStack.Next();
CurrentFighter.actionPointsLeft = CurrentFighter.maxActionPoints;
HappeningData.fighterTurn.Next();
CurrentFighter.actionPointsLeft = FightWorld.Fighter.MaxActionPoints;
}
private void ExecuteAction()
@ -325,6 +338,14 @@ public partial class FightHappening : Node
return HappeningData.actionStaging.NextDetail();
}
// TODO: remove
private void ReviveVesna()
{
var vesnaFighter = FightWorld.Instance.allyFighters.vesnaFighter;
vesnaFighter.health = vesnaFighter.maxHealth;
GD.Print("Vesna has been revived. This is for the current prototype only");
}
#endregion // Game Logic
#region Utility
@ -337,7 +358,7 @@ public partial class FightHappening : Node
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)
@ -362,6 +383,4 @@ public partial class FightHappening : Node
}
#endregion
}

@ -6,22 +6,14 @@ namespace Babushka.scripts.CSharp.Common.Fight;
public static class FightUtils
{
public static int GetEnteredAmount(this FightWorld.FighterGroup self)
public static IEnumerable<FightWorld.Fighter> WhereIsAlive(this IEnumerable<FightWorld.Fighter> self)
{
return self.enemies.Count(e => e.IsAlive() && e.entered);
return self.Where(e => e.IsAlive());
}
public static IEnumerable<FightWorld.Fighter> GetUptoUnenteredFighters(
this FightWorld.FighterGroup self,
int maxFighters)
public static IEnumerable<FightWorld.Fighter> WhereIsNotInFormation(this IEnumerable<FightWorld.Fighter> self, FighterFormation formation)
{
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);
return self.Where(e => !e.IsInFormation(formation));
}
public static bool IsAlive(this FightWorld.Fighter self)
@ -43,9 +35,14 @@ public static class FightUtils
{
self.health = self.GetHealth() + addHealth;
}
public static bool IsInFormation(this FightWorld.Fighter self, FighterFormation formation)
{
return formation.ContainsFighter(self);
}
public static bool AreAllDead(this FightWorld.FighterGroup self)
{
return self.enemies.All(e => e.IsDead());
return self.fighters.All(e => e.IsDead());
}
}

@ -20,14 +20,16 @@ public partial class FightWorld : Node
public class FighterGroup
{
public required List<Fighter> enemies;
public required List<Fighter> fighters;
}
public class FightHappeningData
{
public FightHappening.FightState fightState = FightHappening.FightState.None;
public FighterStack fighterStack = new();
public required FighterGroup enemyGroup;
public FightHappening.FightState fightState = FightHappening.FightState.None;
public readonly FighterTurn fighterTurn = new();
public readonly FighterFormation allyFighterFormation = new();
public readonly FighterFormation enemyFighterFormation = new();
public FightHappening.FightersEnterStaging? fightersEnterStaging;
public FighterAction? actionStaging;
}
@ -46,11 +48,9 @@ public partial class FightWorld : Node
public required Type type;
public required int maxHealth;
public required bool isEnemy;
public required List<FighterAction> availableActions;
public int maxActionPoints = 1;
public const int MaxActionPoints = 1;
public int? health = null; // null => initialize to full health on spawn
public bool entered = false;
public int actionPointsLeft;
public FighterAction AutoSelectAction()
@ -147,14 +147,14 @@ public partial class FightWorld : Node
{
var enemyGroup = new FighterGroup
{
enemies = []
fighters = []
};
var enemyCount = GD.RandRange(1, 3);
for (var i = 0; i < enemyCount; i++)
{
enemyGroup.enemies.Add(GenerateSingleEnemy());
enemyGroup.fighters.Add(GenerateSingleEnemy());
}
return enemyGroup;
@ -177,7 +177,6 @@ public partial class FightWorld : Node
{
type = type,
health = null,
isEnemy = true,
maxHealth = 12,
availableActions =
[

@ -0,0 +1,56 @@
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterFormation
{
private readonly List<FightWorld.Fighter?> _fighters;
public FighterFormation(int slots = 3)
{
_fighters = [];
for (var i = 0; i < slots; i++)
{
_fighters.Add(null);
}
}
public FightWorld.Fighter? GetFighterAtPosition(int position)
{
Debug.Assert(position >= 0, "position>=0");
Debug.Assert(position < _fighters.Count, "position does not exist");
return _fighters[position];
}
public void SetFighterAtPosition(int position, FightWorld.Fighter value)
{
Debug.Assert(position >= 0, "position>=0");
Debug.Assert(position < _fighters.Count, "position does not exist");
_fighters[position] = value;
}
public bool ContainsFighter(FightWorld.Fighter fighter)
{
return _fighters.Contains(fighter);
}
public int GetFirstEmptySlot()
{
for (var i = 0; i < _fighters.Count; i++)
{
if (_fighters[i] == null)
return i;
}
return -1;
}
public int GetEmptySlotCount()
{
return _fighters.Count(fighter => fighter == null);
}
}

@ -3,7 +3,7 @@ using System.Diagnostics;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FighterStack
public class FighterTurn
{
private class Node
{

@ -38,7 +38,7 @@ public partial class FighterVisual : Node2D
/// </summary>
private void UpdateMirrorState()
{
_visualParent.Scale = new Vector2(_boundFighter.isEnemy ? -1 : 1, 1);
_visualParent.Scale = new Vector2(_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1, 1);
}
public void UpdateHealthBar()

@ -8,7 +8,7 @@ public partial class ActionSelectUiSetup : CanvasLayer
// shortcuts
private FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
private FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
// references
[Export] private Button _attackActionButton = null!;

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