Defeated enemygroups now drop a beet_seed

pull/44/head
jonathan 1 month ago
parent b810ea1d9f
commit f42c2c86b1

@ -1,6 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://n5cj71bxxjkk"]
[gd_scene load_steps=3 format=3 uid="uid://n5cj71bxxjkk"]
[ext_resource type="Script" uid="uid://dqe1i2qmpttwf" path="res://scripts/CSharp/Common/Fight/FightWorld.cs" id="1_tnyce"]
[ext_resource type="Resource" uid="uid://duq7tshxv6uhp" path="res://resources/items/beet_seed.tres" id="2_lxs0o"]
[node name="FightWorldAutoload" type="Node2D"]
script = ExtResource("1_tnyce")
_itemToDropByEnemyGroup = ExtResource("2_lxs0o")

@ -40,6 +40,7 @@
[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"]
[ext_resource type="PackedScene" uid="uid://dpbbroif2tnil" path="res://prefabs/interactions/generic_item_on_ground_2d.tscn" id="41_x3yi1"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruj2u"]
shader = ExtResource("16_0fard")
@ -2175,6 +2176,7 @@ _sceneRoot = NodePath("..")
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")
_itemOnGroundPrefab = ExtResource("41_x3yi1")
_fightSceneSwitcher = NodePath("../FightSceneSwitcher")
[editable path="YSorted/Vesna"]

@ -1,15 +1,16 @@
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.Common.Util;
using Babushka.scripts.CSharp.Common.Inventory;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightRoomSceneSetup : Node
{
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns;
[Export] private PackedScene _roamingEnemyGroupPrefab;
[Export] private FightSceneSwitcher _fightSceneSwitcher;
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns = null!;
[Export] private PackedScene _roamingEnemyGroupPrefab = null!;
[Export] private PackedScene _itemOnGroundPrefab = null!;
[Export] private FightSceneSwitcher _fightSceneSwitcher = null!;
public override void _Ready()
@ -19,11 +20,30 @@ public partial class FightRoomSceneSetup : Node
foreach (var (parent, group) in _enemyGroupSpawns.Zip(room.enemyGroups))
{
if (group.AreAllDead())
continue;
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
parent.AddChild(roamingEnemyGroup);
{
SpawnLoot(group, parent);
}
else
{
SpawnEnemies(group, parent);
}
}
}
private void SpawnEnemies(FightWorld.FighterGroup group, Node2D parent)
{
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
parent.AddChild(roamingEnemyGroup);
}
private void SpawnLoot(FightWorld.FighterGroup group, Node2D parent)
{
if (group.lootToDrop == null)
return;
var onGroundInstance = _itemOnGroundPrefab.Instantiate<ItemOnGround2D>();
onGroundInstance.itemInstance = group.lootToDrop;
parent.AddChild(onGroundInstance);
}
}

@ -1,5 +1,6 @@
using System.Collections.Generic;
using Babushka.scripts.CSharp.Common.Fight.Actions;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Util;
using Godot;
@ -19,6 +20,7 @@ public partial class FightWorld : Node
None,
EndOfNight
}
public required Dictionary<int, Room> paths;
public required List<FighterGroup> enemyGroups;
public Special specialRoom = Special.None;
@ -27,6 +29,7 @@ public partial class FightWorld : Node
public class FighterGroup
{
public required List<Fighter> fighters;
public ItemInstance? lootToDrop = null;
}
public class FightHappeningData
@ -81,6 +84,9 @@ public partial class FightWorld : Node
public FightHappeningData? fightHappeningData = null;
public AllyFighters allyFighters = new();
// settings
[Export] private ItemResource? _itemToDropByEnemyGroup;
public void ResetFightWorld()
{
Generate();
@ -89,10 +95,10 @@ public partial class FightWorld : Node
public void Generate()
{
world = new Generator().GenerateWorld();
world = new Generator(this).GenerateWorld();
}
private class Generator
private class Generator(FightWorld fightWorld)
{
public World GenerateWorld()
{
@ -113,7 +119,7 @@ public partial class FightWorld : Node
{
rooms.Add(GenerateDisconnectedRoom());
}
rooms.Add(new Room
{
paths = [],
@ -162,6 +168,11 @@ public partial class FightWorld : Node
fighters = []
};
if (fightWorld._itemToDropByEnemyGroup != null)
{
enemyGroup.lootToDrop = new ItemInstance { blueprint = fightWorld._itemToDropByEnemyGroup };
}
var enemyCount = GD.RandRange(2, 3);
for (var i = 0; i < enemyCount; i++)

Loading…
Cancel
Save