diff options
| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-09 19:09:34 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-09 19:09:34 -0300 |
| commit | c6bbb834f7758027c0df338f1520f34fad3befea (patch) | |
| tree | 1818cd23c24be16fbe19b16dd0a510874d440d83 /scripts/Entities/Actors | |
| parent | f1b51bed52ffbd90b5b7cc8dcfc6f0484bbbeb3c (diff) | |
Organização
Diffstat (limited to 'scripts/Entities/Actors')
| -rw-r--r-- | scripts/Entities/Actors/AI/BaseAI.cs | 54 | ||||
| -rw-r--r-- | scripts/Entities/Actors/AI/BaseAI.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/AI/HostileEnemyAI.cs | 84 | ||||
| -rw-r--r-- | scripts/Entities/Actors/AI/HostileEnemyAI.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Actor.cs | 251 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Actor.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/ActorDefinition.cs | 32 | ||||
| -rw-r--r-- | scripts/Entities/Actors/ActorDefinition.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Enemy.cs | 54 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Enemy.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/EnemyDefinition.cs | 15 | ||||
| -rw-r--r-- | scripts/Entities/Actors/EnemyDefinition.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Inventory.cs | 46 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Inventory.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Player.cs | 27 | ||||
| -rw-r--r-- | scripts/Entities/Actors/Player.cs.uid | 1 | ||||
| -rw-r--r-- | scripts/Entities/Actors/PlayerDefinition.cs | 11 | ||||
| -rw-r--r-- | scripts/Entities/Actors/PlayerDefinition.cs.uid | 1 |
18 files changed, 583 insertions, 0 deletions
diff --git a/scripts/Entities/Actors/AI/BaseAI.cs b/scripts/Entities/Actors/AI/BaseAI.cs new file mode 100644 index 0000000..bdd1e61 --- /dev/null +++ b/scripts/Entities/Actors/AI/BaseAI.cs @@ -0,0 +1,54 @@ +using Godot; + +namespace TheLegendOfGustav.Entities.Actors.AI; + +/// <summary> +/// Enum das diferentes IAs disponíveis. +/// </summary> +public enum AIType +{ + None, + DefaultHostile +}; + +/// <summary> +/// base para as IAs do jogo. +/// </summary> +public abstract partial class BaseAI : Node +{ + /// <summary> + /// Corpo controlado pela IA. + /// O corpo é a marionete da alma. + /// </summary> + protected Actor Body { get; set; } + + public override void _Ready() + { + base._Ready(); + // Por padrão, a IA é filha do nó de seu corpo. + Body = GetParent<Actor>(); + } + + /// <summary> + /// Computa um único turno para o ator controlado. + /// Aviso: NPCs não possuem ações gratuitas. + /// A IA SEMPRE precisa executar uma ação que custe energia. + /// </summary> + public abstract void Perform(); + + /// <summary> + /// Utiliza o pathfinder do mapa para obter um caminho + /// da posição atual do ator para um destino qualquer. + /// </summary> + /// <param name="destination">Destino</param> + /// <returns>Vetor com vetores, passo a passo para chegar no destino.</returns> + public Godot.Collections.Array<Vector2> GetPathTo(Vector2I destination) + { + // Arrays do Godot são muito mais confortáveis de manipular, então + // eu converto o Array do C# em um array do Godot antes de retornar o caminho. + Godot.Collections.Array<Vector2> list = []; + Vector2[] path = Body.MapData.Pathfinder.GetPointPath(Body.GridPosition, destination); + list.AddRange(path); + return list; + } +}
\ No newline at end of file diff --git a/scripts/Entities/Actors/AI/BaseAI.cs.uid b/scripts/Entities/Actors/AI/BaseAI.cs.uid new file mode 100644 index 0000000..b23724c --- /dev/null +++ b/scripts/Entities/Actors/AI/BaseAI.cs.uid @@ -0,0 +1 @@ +uid://jgm5qk02hism diff --git a/scripts/Entities/Actors/AI/HostileEnemyAI.cs b/scripts/Entities/Actors/AI/HostileEnemyAI.cs new file mode 100644 index 0000000..dbcf98d --- /dev/null +++ b/scripts/Entities/Actors/AI/HostileEnemyAI.cs @@ -0,0 +1,84 @@ +using Godot; +using TheLegendOfGustav.Entities.Actions; + +namespace TheLegendOfGustav.Entities.Actors.AI; + +/// <summary> +/// Uma IA simples. Sempre tentará atacar o jogador com ataques corpo a corpo. +/// </summary> +public partial class HostileEnemyAI : BaseAI +{ + /// <summary> + /// Caminho até a última posição conhecida do jogador. + /// </summary> + private Godot.Collections.Array<Vector2> Path { get; set; } = []; + + public override void Perform() + { + // O alvo da IA sempre é o jogador. + Player target = Body.MapData.Player; + // Vetor que parte do inimigo até o jogador. + Vector2I offset = target.GridPosition - Body.GridPosition; + // Distância entre o inimigo e o jogador. Leva em consideração somente + // um dos eixos. + int distance = int.Max(int.Abs(offset.X), int.Abs(offset.Y)); + + // A ação executada no turno pode ser de ataque ou de movimento. + Action action; + + // Só faz sentido atacar o jogador se o inimigo estiver visível. + if (Body.MapData.GetTile(Body.GridPosition).IsInView) + { + // Se o inimigo consegue ver que o jogador está morto, + // IT'S OVER. + if (!target.IsAlive) + { + action = new WaitAction(Body); + action.Perform(); + return; + } + + // Se estiver do lado do jogador, ataque. + if (distance <= 1) + { + action = new MeleeAction(Body, offset); + action.Perform(); + // Executada a ação, acabamos nosso turno aqui. + return; + } + + // Se o inimigo estiver visível para o jogador, + // consideramos que ele também consiga ver o jogador. + // Logo, atualizamos o caminho para a posição atual do jogador. + Path = GetPathTo(target.GridPosition); + // O primeiro passo é a posição atual do inimigo, podemos remover. + Path.RemoveAt(0); + } + + // Se existir um caminho conhecido para o jogador. + if (Path.Count > 0) + { + // Pegamos o próximo passo para o destino. + Vector2I destination = (Vector2I)Path[0]; + // Se tiver o caminho estiver bloqueado, paramos o nosso turno aqui. + if (Body.MapData.GetBlockingEntityAtPosition(destination) != null) + { + action = new WaitAction(Body); + action.Perform(); + return; + } + + // Caso o contrário, criamos uma nova ação de movimentação e a executamos. + action = new MovementAction(Body, destination - Body.GridPosition); + action.Perform(); + // Podemos remover o passo do caminho. + Path.RemoveAt(0); + return; + } + + // Senão, espere. + action = new WaitAction(Body); + action.Perform(); + return; + } +}
\ No newline at end of file diff --git a/scripts/Entities/Actors/AI/HostileEnemyAI.cs.uid b/scripts/Entities/Actors/AI/HostileEnemyAI.cs.uid new file mode 100644 index 0000000..0fa2c32 --- /dev/null +++ b/scripts/Entities/Actors/AI/HostileEnemyAI.cs.uid @@ -0,0 +1 @@ +uid://db28cxff4pl3t diff --git a/scripts/Entities/Actors/Actor.cs b/scripts/Entities/Actors/Actor.cs new file mode 100644 index 0000000..7e6685f --- /dev/null +++ b/scripts/Entities/Actors/Actor.cs @@ -0,0 +1,251 @@ +using Godot; +using TheLegendOfGustav.Map; +using TheLegendOfGustav.Utils; + +namespace TheLegendOfGustav.Entities.Actors; + +/// <summary> +/// A classe de ator define um personagem no jogo. +/// </summary> +[GlobalClass] +public partial class Actor : Entity +{ + #region Fields + private int mp; + private int hp; + + private int energy; + #endregion + + #region Constructors + public Actor(Vector2I initialPosition, MapData map, ActorDefinition definition) : base(initialPosition, map, definition) + { + SetDefinition(definition); + } + #endregion + + #region Signals + /// <summary> + /// Sinal emitido toda vez que o HP mudar. + /// </summary> + /// <param name="hp">Novo HP</param> + /// <param name="maxHp">Quantidade máxima de HP.</param> + [Signal] + public delegate void HealthChangedEventHandler(int hp, int maxHp); + + /// <summary> + /// Sinal emitido se o ator morrer. + /// </summary> + [Signal] + public delegate void DiedEventHandler(); + #endregion + + #region Properties + /// <summary> + /// Se o ator está vivo. + /// </summary> + public bool IsAlive { get => Hp > 0; } + + /// <summary> + /// Utilizado no sistema de turnos. + /// Enquanto o ator tiver energia, ele poderá realizar turnos. + /// </summary> + public int Energy + { + get => energy; + set + { + if (value > Speed) + { + energy = Speed; + } + else + { + energy = value; + } + } + } + /// <summary> + /// Taxa de recarga de energia. + /// </summary> + public int Speed { get => Definition.Speed; } + + /// <summary> + /// HP máximo do ator. + /// </summary> + public int MaxHp { get; private set; } + /// <summary> + /// HP atual do ator. + /// </summary> + public int Hp + { + get => hp; + set + { + // Esta propriedade impede que o HP seja maior que o máximo. + hp = int.Clamp(value, 0, MaxHp); + EmitSignal(SignalName.HealthChanged, Hp, MaxHp); + if (hp <= 0) + { + Die(); + } + } + } + + /// <summary> + /// Máximo de mana do ator. + /// </summary> + public int MaxMp { get; private set; } + /// <summary> + /// Mana atual do ator. + /// </summary> + public int Mp + { + get => mp; + set + { + mp = int.Clamp(value, 0, MaxMp); + } + } + + /// <summary> + /// Estatística de ataque + /// </summary> + public int Atk { get; private set; } + + /// <summary> + /// Estatística de defesa. + /// </summary> + public int Def { get; private set; } + + /// <summary> + /// Estatística mental. + /// </summary> + public int Men { get; private set; } + + /// <summary> + /// A definição do ator possui caracterísitcas padrões que definem + /// o ator em questão. + /// </summary> + private ActorDefinition Definition + { + get; + set; + } + #endregion + + #region Methods + /// <summary> + /// Executado uma vez por turno, + /// </summary> + public void RechargeEnergy() + { + Energy += Speed; + } + + /// <summary> + /// Move o ator para uma localização. Veja MovementAction. + /// </summary> + /// <param name="offset">Vetor que parte da posição do ator até o seu destino.</param> + public void Walk(Vector2I offset) + { + // Cada ator tem um peso no sistema de pathfinding. + // Sempre que ele se mover, removemos seu peso da posição antiga + MapData.UnregisterBlockingEntity(this); + GridPosition += offset; + // E colocamos na próxima. + MapData.RegisterBlockingEntity(this); + // Este peso influencia o algoritmo de pathfinding. + // Atores evitam caminhos bloqueados. por outros atores. + } + + + /// <summary> + /// Recupera uma quantidade de HP do ator. + /// </summary> + /// <param name="amount">HP para recuperar</param> + /// <returns>Quanto HP foi realmente recuperado.</returns> + public int Heal(int amount) + { + int neoHp = Hp + amount; + + if (neoHp > MaxHp) neoHp = MaxHp; + + int recovered = neoHp - Hp; + Hp = neoHp; + return recovered; + } + + /// <summary> + /// Aplica uma definição de NPC para o ator. + /// Se o ator for um boneco de barro, este método é como um + /// sopro de vida. + /// </summary> + /// <param name="definition">A definição do ator.</param> + public virtual void SetDefinition(ActorDefinition definition) + { + base.SetDefinition(definition); + Definition = definition; + + Type = definition.Type; + + MaxHp = definition.Hp; + Hp = definition.Hp; + MaxMp = definition.Mp; + Mp = definition.Mp; + + Atk = definition.Atk; + Def = definition.Def; + Men = definition.Men; + } + + public virtual void Die() + { + //⠀⠀⠀⠀⢠⣤⣤⣤⢠⣤⣤⣤⣤⣄⢀⣠⣤⣤⣄⠀⠀⠀⢀⣠⣤⣤⣄⠀⣤⣤⠀⠀⣠⣤⣤⣤⣤⣤⡄⢠⣤⣤⣤⣄⠀⠀ + //⠀⠀⠀⠀⠈⢹⣿⠉⠈⠉⣿⣿⠉⠉⢾⣿⣉⣉⠙⠀⠀⢀⣾⡟⠉⠉⣿⣧⢸⣿⡄⢠⣿⠏⣿⣿⣉⣉⡁⢸⣿⡏⢉⣿⡷⠀ + //⠀⠀⠀⠀⠀⢸⣿⠀⠀⠀⣿⣿⠀⠀⠈⠿⠿⣿⣿⡀⠀⠸⣿⡇⠀⠀⣾⣿⠀⢿⣿⣸⡿⠀⣿⣿⠿⠿⠇⢸⣿⣿⣿⣿⠀⠀ + //⠀⠀⠀⠀⢠⣼⣿⣤⠀⠀⣿⣿⠀⠀⢷⣦⣤⣼⡿⠁⠀⠀⠹⣿⣤⣴⡿⠋⠀⠘⣿⣿⠃⠀⣿⣿⣤⣤⡄⢸⣿⡇⠙⢿⣦⡀ + //⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⠀⠀⠀⠀⢀⣰⣶⣶⣶⣿⣿⣿⣿⣷⣶⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⠀⠀⢀⣾⣿⣿⣿⣿⣿⠿⠛⠛⠻⢿⣿⣿⣿⣿⣿⣿⣿⣶⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⠀⢀⢾⣿⣿⣿⣿⠟⠁⠀⠀⠀⠀⠀⠈⠉⠉⠉⠻⢿⢿⣿⣿⣦⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⢠⠏⢸⣿⣿⡿⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠛⠿⢻⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⢀⠇⠀⠈⠿⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠸⡿⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⢀⡞⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠰⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⡸⠀⠀⠀⠀⠀⠀⠀⠀⡼⠛⠳⣄⡀⠀⠐⢿⣦⡀⠀⠀⠀⢠⠃⠀⣸⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⢠⠇⠀⠀⠀⠀⠀⠀⠀⠀⠉⠀⠀⠀⠉⣳⠟⠒⠻⣿⣦⡀⠀⡘⠀⢰⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⢀⠞⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⠃⢠⣄⡀⠈⠙⢿⡌⠁⠀⡞⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠞⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠳⣄⣈⢻⡿⠃⢰⠟⠲⣼⠇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⡰⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⡶⢴⠋⠀⠀⡟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⡴⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠞⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⡴⢟⠒⠀⠀⠀⠀⢰⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⠏⠀⠀⠈⠉⣿⠇⠀⢀⡎⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⣷⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⠠⣤⣤⣀⢰⠏⠉⠙⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⣀⣀⣀⣀⣠⠴⠢⠦⠽⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⣿⣿⣿⣷⡄⣀⡀⠈⠉⠋⢹⠋⠁⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + //⠿⠿⠿⠿⠿⠦⠈⠀⠀⠀⠸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ + + string deathMessage; + + if (MapData.Player == this) + { + deathMessage = "Você morreu!"; + } + else + { + deathMessage = $"{DisplayName} morreu!"; + } + + MessageLogData.Instance.AddMessage(deathMessage); + + Texture = Definition.deathTexture; + BlocksMovement = false; + Type = EntityType.CORPSE; + DisplayName = $"Restos mortais de {DisplayName}"; + MapData.UnregisterBlockingEntity(this); + EmitSignal(SignalName.Died); + } + #endregion +}
\ No newline at end of file diff --git a/scripts/Entities/Actors/Actor.cs.uid b/scripts/Entities/Actors/Actor.cs.uid new file mode 100644 index 0000000..cf29b40 --- /dev/null +++ b/scripts/Entities/Actors/Actor.cs.uid @@ -0,0 +1 @@ +uid://c0cm4woy8lawl diff --git a/scripts/Entities/Actors/ActorDefinition.cs b/scripts/Entities/Actors/ActorDefinition.cs new file mode 100644 index 0000000..5bd8073 --- /dev/null +++ b/scripts/Entities/Actors/ActorDefinition.cs @@ -0,0 +1,32 @@ +using Godot; + +namespace TheLegendOfGustav.Entities.Actors; + +/// <summary> +/// Define de forma genérica as características de um ator. +/// </summary> +[GlobalClass] +public partial class ActorDefinition : EntityDefinition +{ + [ExportCategory("Visuals")] + // Sprite de morto + [Export] + public Texture2D deathTexture; + + [ExportCategory("Mechanics")] + [Export] + public int Speed { get; set; } = 10; + + // Estatísticas padrão do ator. + [ExportCategory("Stats")] + [Export] + public int Hp; + [Export] + public int Mp; + [Export] + public int Atk; + [Export] + public int Def; + [Export] + public int Men; +} diff --git a/scripts/Entities/Actors/ActorDefinition.cs.uid b/scripts/Entities/Actors/ActorDefinition.cs.uid new file mode 100644 index 0000000..ddcfe02 --- /dev/null +++ b/scripts/Entities/Actors/ActorDefinition.cs.uid @@ -0,0 +1 @@ +uid://crxw1e37xlrrt diff --git a/scripts/Entities/Actors/Enemy.cs b/scripts/Entities/Actors/Enemy.cs new file mode 100644 index 0000000..c152a0b --- /dev/null +++ b/scripts/Entities/Actors/Enemy.cs @@ -0,0 +1,54 @@ +using Godot; +using TheLegendOfGustav.Entities.Actors.AI; +using TheLegendOfGustav.Map; + +namespace TheLegendOfGustav.Entities.Actors; + +/// <summary> +/// Um inimigo é uma espécie de ator que é +/// hostil ao jogador. Inimigos são controlados por IA. +/// </summary> +public partial class Enemy : Actor +{ + public Enemy(Vector2I initialPosition, MapData map, EnemyDefinition definition) : base(initialPosition, map, definition) + { + Definition = definition; + SetDefinition(definition); + } + + /// <summary> + /// A alma do ator. Gera ações que são executadas todo turno. + /// </summary> + public BaseAI Soul { get; private set; } + + private EnemyDefinition Definition { get; set; } + + /// <summary> + /// Além de definir as características gerais de um ator, + /// também define qual IA utilizar. + /// </summary> + /// <param name="definition">Definição do inimigo.</param> + public void SetDefinition(EnemyDefinition definition) + { + // Definimos as características do ator. + base.SetDefinition(Definition); + + // Definimos qual IA utilizar. + switch (definition.AI) + { + case AIType.None: + break; + case AIType.DefaultHostile: + Soul = new HostileEnemyAI(); + AddChild(Soul); + break; + } + } + + public override void Die() + { + Soul.QueueFree(); + Soul = null; + base.Die(); + } +} diff --git a/scripts/Entities/Actors/Enemy.cs.uid b/scripts/Entities/Actors/Enemy.cs.uid new file mode 100644 index 0000000..93255b7 --- /dev/null +++ b/scripts/Entities/Actors/Enemy.cs.uid @@ -0,0 +1 @@ +uid://bef1fo3vgvxej diff --git a/scripts/Entities/Actors/EnemyDefinition.cs b/scripts/Entities/Actors/EnemyDefinition.cs new file mode 100644 index 0000000..97f8f13 --- /dev/null +++ b/scripts/Entities/Actors/EnemyDefinition.cs @@ -0,0 +1,15 @@ +using Godot; +using TheLegendOfGustav.Entities.Actors.AI; + +namespace TheLegendOfGustav.Entities.Actors; + +/// <summary> +/// Além das configurações do ator, também possui qual IA utilizar. +/// </summary> +[GlobalClass] +public partial class EnemyDefinition : ActorDefinition +{ + [ExportCategory("AI")] + [Export] + public AIType AI; +}
\ No newline at end of file diff --git a/scripts/Entities/Actors/EnemyDefinition.cs.uid b/scripts/Entities/Actors/EnemyDefinition.cs.uid new file mode 100644 index 0000000..1ba03e1 --- /dev/null +++ b/scripts/Entities/Actors/EnemyDefinition.cs.uid @@ -0,0 +1 @@ +uid://dkfdm2m2scyks diff --git a/scripts/Entities/Actors/Inventory.cs b/scripts/Entities/Actors/Inventory.cs new file mode 100644 index 0000000..f65dc59 --- /dev/null +++ b/scripts/Entities/Actors/Inventory.cs @@ -0,0 +1,46 @@ +using Godot; +using TheLegendOfGustav.Entities.Items; +using TheLegendOfGustav.Map; +using TheLegendOfGustav.Utils; + +namespace TheLegendOfGustav.Entities.Actors; + +public partial class Inventory(int capacity) : Node +{ + private Player Player { get; set; } + public int Capacity { get; private set; } = capacity; + public Godot.Collections.Array<ConsumableItem> Items { get; private set; } = []; + + public override void _Ready() + { + base._Ready(); + Player = GetParent<Player>(); + } + + public void Drop(ConsumableItem item) + { + Items.Remove(item); + + MapData data = Player.MapData; + + data.InsertEntity(item); + data.EmitSignal(MapData.SignalName.EntityPlaced, item); + + item.MapData = data; + item.GridPosition = Player.GridPosition; + + MessageLogData.Instance.AddMessage($"Você descarta {item.DisplayName}."); + } + + public void Add(ConsumableItem item) + { + if (Items.Count >= Capacity) return; + + Items.Add(item); + } + + public void RemoveItem(ConsumableItem item) + { + Items.Remove(item); + } +}
\ No newline at end of file diff --git a/scripts/Entities/Actors/Inventory.cs.uid b/scripts/Entities/Actors/Inventory.cs.uid new file mode 100644 index 0000000..05c2beb --- /dev/null +++ b/scripts/Entities/Actors/Inventory.cs.uid @@ -0,0 +1 @@ +uid://isaqxdpou22h diff --git a/scripts/Entities/Actors/Player.cs b/scripts/Entities/Actors/Player.cs new file mode 100644 index 0000000..7fd80d4 --- /dev/null +++ b/scripts/Entities/Actors/Player.cs @@ -0,0 +1,27 @@ +using Godot; +using TheLegendOfGustav.Map; + +namespace TheLegendOfGustav.Entities.Actors; + +/// <summary> +/// Classe do jogador. Por enquanto não é diferente do Ator, mas isso pode mudar. +/// </summary> +[GlobalClass] +public partial class Player : Actor +{ + public Player(Vector2I initialPosition, MapData map, PlayerDefinition definition) : base(initialPosition, map, definition) + { + Definition = definition; + SetDefinition(definition); + } + + private PlayerDefinition Definition { get; set; } + public Inventory Inventory { get; private set; } + + public void SetDefinition(PlayerDefinition definition) + { + Inventory = new(definition.InventoryCapacity); + + AddChild(Inventory); + } +} diff --git a/scripts/Entities/Actors/Player.cs.uid b/scripts/Entities/Actors/Player.cs.uid new file mode 100644 index 0000000..8229b7f --- /dev/null +++ b/scripts/Entities/Actors/Player.cs.uid @@ -0,0 +1 @@ +uid://c840l08453pu2 diff --git a/scripts/Entities/Actors/PlayerDefinition.cs b/scripts/Entities/Actors/PlayerDefinition.cs new file mode 100644 index 0000000..58ae6b4 --- /dev/null +++ b/scripts/Entities/Actors/PlayerDefinition.cs @@ -0,0 +1,11 @@ +using Godot; + +namespace TheLegendOfGustav.Entities.Actors; + +[GlobalClass] +public partial class PlayerDefinition : ActorDefinition +{ + [ExportCategory("Player Mechanics")] + [Export] + public int InventoryCapacity = 0; +}
\ No newline at end of file diff --git a/scripts/Entities/Actors/PlayerDefinition.cs.uid b/scripts/Entities/Actors/PlayerDefinition.cs.uid new file mode 100644 index 0000000..9d01ab9 --- /dev/null +++ b/scripts/Entities/Actors/PlayerDefinition.cs.uid @@ -0,0 +1 @@ +uid://bd78nfh1tsjq6 |
