Files
AceField-New-Horizon/Scripts/Entities/EnemyBase.cs
LittleSheep b424aafeab ♻️ Optimizations of the various system
🍱 Retexture of the enemy portal
2025-08-31 18:26:45 +08:00

284 lines
7.8 KiB
C#

using System.Collections.Generic;
using AceFieldNewHorizon.Scripts.System;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
namespace AceFieldNewHorizon.Scripts.Entities;
public abstract partial class BaseEnemy : CharacterBody2D
{
public const string EnemyGroupName = "Enemy";
[Export] public float MoveSpeed = 150.0f;
[Export] public float DetectionRadius = 300.0f;
[Export] public float AttackRadius = 80.0f;
[Export] public int Damage = 10;
[Export] public float AttackCooldown = 1.0f;
[Export] public int MaxHealth = 100;
[Export] public bool ShowDamageNumbers = true;
protected BaseTile TargetTile;
protected ReactorTile Reactor;
protected float AttackTimer = 0;
protected Area2D DetectionArea;
protected Area2D AttackArea;
protected int CurrentHealthValue;
protected ProgressBar HealthBar;
protected GridManager Grid;
// Track collisions with potential targets
protected readonly HashSet<BaseTile> CollidingTiles = [];
public int CurrentHealth
{
get => CurrentHealthValue;
protected set
{
CurrentHealthValue = Mathf.Clamp(value, 0, MaxHealth);
UpdateHealthBar();
if (CurrentHealthValue <= 0)
{
Die();
}
}
}
public bool IsDead => CurrentHealthValue <= 0;
public override void _Ready()
{
CurrentHealthValue = MaxHealth;
Grid = DependencyInjection.Container.GetInstance<GridManager>();
Reactor = GetTree().GetFirstNodeInGroup(ReactorTile.ReactorGroupName) as ReactorTile;
InitializeHealthBar();
InitializeDetectionArea();
InitializeAttackArea();
AddToGroup(EnemyGroupName);
}
protected virtual void InitializeHealthBar()
{
HealthBar = new ProgressBar
{
MaxValue = MaxHealth,
Value = CurrentHealthValue,
Size = new Vector2(40, 4),
ShowPercentage = false,
Visible = false
};
var healthBarContainer = new Control();
healthBarContainer.AddChild(HealthBar);
AddChild(healthBarContainer);
healthBarContainer.Position = new Vector2(-20, -20);
}
protected virtual void InitializeDetectionArea()
{
DetectionArea = new Area2D();
var collisionShape = new CollisionShape2D();
var shape = new CircleShape2D();
shape.Radius = DetectionRadius;
collisionShape.Shape = shape;
DetectionArea.AddChild(collisionShape);
AddChild(DetectionArea);
DetectionArea.BodyEntered += OnBodyEnteredDetection;
DetectionArea.BodyExited += OnBodyExitedDetection;
}
protected virtual void InitializeAttackArea()
{
AttackArea = GetNodeOrNull<Area2D>("AttackArea");
if (AttackArea != null)
{
AttackArea.BodyEntered += OnBodyEntered;
AttackArea.BodyExited += OnBodyExited;
}
}
public override void _Process(double delta)
{
if (IsDead) return;
if (TargetTile == null || TargetTile.IsDestroyed || !TargetTile.IsInsideTree())
{
UpdateTarget();
}
MoveTowardsTarget();
HandleAttacks(delta);
}
protected virtual void MoveTowardsTarget()
{
if (TargetTile != null)
{
var direction = GlobalPosition.DirectionTo(TargetTile.GlobalPosition);
Velocity = direction * MoveSpeed;
LookAt(TargetTile.GlobalPosition);
MoveAndSlide();
}
}
protected virtual void HandleAttacks(double delta)
{
if (AttackTimer > 0)
{
AttackTimer -= (float)delta;
}
else if (CollidingTiles.Count > 0)
{
foreach (var tile in CollidingTiles)
{
if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
{
TryAttackTile(tile);
break;
}
}
}
}
protected virtual void UpdateTarget()
{
// If we have a valid target in collision, use that
foreach (var tile in CollidingTiles)
{
if (tile != null && !tile.IsDestroyed && tile.IsInsideTree())
{
TargetTile = tile;
return;
}
}
// Otherwise find the reactor
if (Reactor != null && !Reactor.IsDestroyed && Reactor.IsInsideTree())
{
TargetTile = Reactor;
}
else
{
TargetTile = null;
}
}
protected virtual void TryAttackTile(BaseTile tile)
{
if (IsDead || tile == null || tile.IsDestroyed || !tile.IsInsideTree())
return;
AttackTimer = AttackCooldown;
bool wasDestroyed = tile.TakeDamage(Damage);
GD.Print($"Attacking {tile.Name} for {Damage} damage. Was destroyed: {wasDestroyed}");
if (wasDestroyed)
{
CollidingTiles.Remove(tile);
if (TargetTile == tile)
{
TargetTile = null;
}
}
}
protected virtual void OnBodyEntered(Node2D body)
{
if (body is BaseTile { IsDestroyed: false } tile && !body.IsInGroup("Hostile"))
{
GD.Print($"[Enemy] {body.Name} Entered attack range");
CollidingTiles.Add(tile);
if (TargetTile == null || TargetTile.IsDestroyed || !TargetTile.IsInsideTree())
{
TargetTile = tile;
}
// Attack immediately on collision
TryAttackTile(tile);
}
}
protected virtual void OnBodyExited(Node2D body)
{
if (body.GetParent() is BaseTile tile)
{
CollidingTiles.Remove(tile);
if (TargetTile == tile)
{
TargetTile = null;
}
}
}
protected virtual void OnBodyEnteredDetection(Node2D body)
{
// Can be overridden by derived classes
}
protected virtual void OnBodyExitedDetection(Node2D body)
{
// Can be overridden by derived classes
}
public virtual void TakeDamage(int damage, Vector2? hitPosition = null)
{
if (IsDead) return;
CurrentHealth -= damage;
// Show damage number (optional)
if (ShowDamageNumbers)
{
var damageLabel = new Label
{
Text = $"-{damage}",
Position = hitPosition ?? GlobalPosition,
ZIndex = 1000
};
GetTree().CurrentScene.AddChild(damageLabel);
// Animate and remove damage number
var tween = CreateTween();
tween.TweenProperty(damageLabel, "position:y", damageLabel.Position.Y - 30, 0.5f);
tween.TweenCallback(Callable.From(() => damageLabel.QueueFree())).SetDelay(0.5f);
}
// Visual feedback
var originalModulate = Modulate;
Modulate = new Color(1, 0.5f, 0.5f); // Flash red
var tweenFlash = CreateTween();
tweenFlash.TweenProperty(this, "modulate", originalModulate, 0.2f);
}
protected virtual void UpdateHealthBar()
{
if (HealthBar != null)
{
HealthBar.Value = CurrentHealthValue;
HealthBar.Visible = CurrentHealthValue < MaxHealth; // Only show when damaged
}
}
protected virtual void Die()
{
// Play death animation/sound
// You can add a death animation here
// Disable collisions and hide
SetProcess(false);
SetPhysicsProcess(false);
Hide();
// Queue free after a delay (for any death animation/sound to play)
var timer = new Timer();
AddChild(timer);
timer.Timeout += () => QueueFree();
timer.Start(0.5f);
}
}