From 1e248d3dd18f7c6bfaf8066c4662facbbb89e8f9 Mon Sep 17 00:00:00 2001 From: Matheus Date: Thu, 4 Sep 2025 18:31:40 -0300 Subject: Itens na masmorra --- scripts/entities/Entity.cs | 34 ++++++++++++++-- scripts/entities/EntityDefinition.cs | 7 +++- scripts/entities/actions/Action.cs | 3 +- scripts/entities/actions/ItemAction.cs | 15 ++++++++ scripts/entities/actions/ItemAction.cs.uid | 1 + scripts/entities/actors/Actor.cs | 4 +- scripts/entities/items/ConsumableItem.cs | 31 +++++++++++++++ scripts/entities/items/ConsumableItem.cs.uid | 1 + scripts/entities/items/ConsumableItemDefinition.cs | 7 ++++ .../entities/items/ConsumableItemDefinition.cs.uid | 1 + scripts/entities/items/HealingConsumable.cs | 27 +++++++++++++ scripts/entities/items/HealingConsumable.cs.uid | 1 + .../entities/items/HealingConsumableDefinition.cs | 11 ++++++ .../items/HealingConsumableDefinition.cs.uid | 1 + scripts/map/DungeonGenerator.cs | 45 ++++++++++++++++++++-- scripts/map/Map.cs | 12 +++--- 16 files changed, 183 insertions(+), 18 deletions(-) create mode 100644 scripts/entities/actions/ItemAction.cs create mode 100644 scripts/entities/actions/ItemAction.cs.uid create mode 100644 scripts/entities/items/ConsumableItem.cs create mode 100644 scripts/entities/items/ConsumableItem.cs.uid create mode 100644 scripts/entities/items/ConsumableItemDefinition.cs create mode 100644 scripts/entities/items/ConsumableItemDefinition.cs.uid create mode 100644 scripts/entities/items/HealingConsumable.cs create mode 100644 scripts/entities/items/HealingConsumable.cs.uid create mode 100644 scripts/entities/items/HealingConsumableDefinition.cs create mode 100644 scripts/entities/items/HealingConsumableDefinition.cs.uid (limited to 'scripts') diff --git a/scripts/entities/Entity.cs b/scripts/entities/Entity.cs index fb83f90..85a3156 100644 --- a/scripts/entities/Entity.cs +++ b/scripts/entities/Entity.cs @@ -1,16 +1,42 @@ using Godot; -public partial class Entity : Sprite2D { +/// +/// Defino aqui que o jogo irá desenhar +/// atores em cima de itens e itens acima de corpos. +/// +public enum EntityType +{ + CORPSE, + ITEM, + ACTOR +}; + +/// +/// Classe para elementos móveis que o jogador pode interagir. +/// +public abstract partial class Entity : Sprite2D { /// /// A definição da entidade possui caracterísitcas padrões que definem /// a entidade em questão. /// private EntityDefinition definition; + private EntityType type; /// - /// É conveniente ter acesso ao mapa dentro da entidade. Isto porque ela existe dentro - /// do mapa, então é necessário ter acesso à algumas informações. + /// Usado para definir a camada da entidade no mapa. /// + public EntityType Type { + get => type; + set { + type = value; + ZIndex = (int) type; + } + } + + /// + /// É conveniente ter acesso ao mapa dentro da entidade. Isto porque ela existe dentro + /// do mapa, então é necessário ter acesso à algumas informações. + /// public MapData Map_Data { get; set; } private Vector2I gridPosition = Vector2I.Zero; @@ -76,7 +102,7 @@ public partial class Entity : Sprite2D { this.definition = definition; BlocksMovement = definition.blocksMovement; DisplayName = definition.name; - ZIndex = 1; + Type = definition.Type; Texture = definition.texture; } } \ No newline at end of file diff --git a/scripts/entities/EntityDefinition.cs b/scripts/entities/EntityDefinition.cs index 19693db..ba7236a 100644 --- a/scripts/entities/EntityDefinition.cs +++ b/scripts/entities/EntityDefinition.cs @@ -2,15 +2,18 @@ using Godot; [GlobalClass] public partial class EntityDefinition : Resource{ - [ExportCategory("Visuals")] + [ExportCategory("Entity Visuals")] // Nome da entidade. [Export] public string name = "unnamed"; // Seu sprite. [Export] public Texture2D texture; + // A camada da entidade. + [Export] + public EntityType Type; - [ExportCategory("Mechanics")] + [ExportCategory("Entity Mechanics")] // Se a entidade bloqueia movimento. [Export] public bool blocksMovement = true; diff --git a/scripts/entities/actions/Action.cs b/scripts/entities/actions/Action.cs index 3f15105..9dab5a4 100644 --- a/scripts/entities/actions/Action.cs +++ b/scripts/entities/actions/Action.cs @@ -10,8 +10,9 @@ public abstract partial class Action : RefCounted { /// O ator que realiza a ação. /// protected Actor actor; + public Actor ThisActor { get => actor; } - // O custo da ação. + // O custo da ação. protected int cost; public Action(Actor actor) { diff --git a/scripts/entities/actions/ItemAction.cs b/scripts/entities/actions/ItemAction.cs new file mode 100644 index 0000000..54ff207 --- /dev/null +++ b/scripts/entities/actions/ItemAction.cs @@ -0,0 +1,15 @@ +using Godot; + +public partial class ItemAction : Action +{ + private ConsumableItem item; + public ItemAction(Actor actor, ConsumableItem item) : base(actor) + { + this.item = item; + } + + public override bool Perform() + { + return item.Activate(this); + } +} \ No newline at end of file diff --git a/scripts/entities/actions/ItemAction.cs.uid b/scripts/entities/actions/ItemAction.cs.uid new file mode 100644 index 0000000..c8c8e23 --- /dev/null +++ b/scripts/entities/actions/ItemAction.cs.uid @@ -0,0 +1 @@ +uid://f7ep4u4fwsyl diff --git a/scripts/entities/actors/Actor.cs b/scripts/entities/actors/Actor.cs index dc8ba53..1717cfa 100644 --- a/scripts/entities/actors/Actor.cs +++ b/scripts/entities/actors/Actor.cs @@ -156,7 +156,7 @@ public partial class Actor : Entity base.SetDefinition(definition); this.definition = definition; - ZIndex = 1; + Type = definition.Type; MaxHp = definition.Hp; Hp = definition.Hp; @@ -207,7 +207,7 @@ public partial class Actor : Entity Texture = definition.deathTexture; BlocksMovement = false; - ZIndex = 0; + Type = EntityType.CORPSE; DisplayName= $"Restos mortais de {DisplayName}"; Map_Data.UnregisterBlockingEntity(this); EmitSignal(SignalName.Died); diff --git a/scripts/entities/items/ConsumableItem.cs b/scripts/entities/items/ConsumableItem.cs new file mode 100644 index 0000000..8c862da --- /dev/null +++ b/scripts/entities/items/ConsumableItem.cs @@ -0,0 +1,31 @@ +using Godot; + +/// +/// Classe para itens consumíveis. +/// Itens consumíveis são itens de uso limitado. +/// +public abstract partial class ConsumableItem : Entity +{ + public ConsumableItem(Vector2I initialPosition, MapData map, EntityDefinition definition) : base(initialPosition, map, definition) + { + } + + /// + /// Gera uma ação onde o ator consome o item. + /// + /// + /// + public Action GetAction(Actor consumer) + { + return new ItemAction(consumer, this); + } + + /// + /// Ativa a função deste item. + /// Este método é chamado pela ação gerada por ele mesmo. + /// Este método permite definir condições para a sua ativação. + /// + /// Ação gerada pelo item. + /// Se a ação foi realizada ou não. + public abstract bool Activate(ItemAction action); +} \ No newline at end of file diff --git a/scripts/entities/items/ConsumableItem.cs.uid b/scripts/entities/items/ConsumableItem.cs.uid new file mode 100644 index 0000000..e6c452a --- /dev/null +++ b/scripts/entities/items/ConsumableItem.cs.uid @@ -0,0 +1 @@ +uid://hpppt5k743x diff --git a/scripts/entities/items/ConsumableItemDefinition.cs b/scripts/entities/items/ConsumableItemDefinition.cs new file mode 100644 index 0000000..74340d2 --- /dev/null +++ b/scripts/entities/items/ConsumableItemDefinition.cs @@ -0,0 +1,7 @@ +using Godot; + +/// +/// Esta classe só existe para agrupar seus descendentes. +/// +[GlobalClass] +public abstract partial class ConsumableItemDefinition : EntityDefinition; \ No newline at end of file diff --git a/scripts/entities/items/ConsumableItemDefinition.cs.uid b/scripts/entities/items/ConsumableItemDefinition.cs.uid new file mode 100644 index 0000000..9ddc0f6 --- /dev/null +++ b/scripts/entities/items/ConsumableItemDefinition.cs.uid @@ -0,0 +1 @@ +uid://dpdju2ucehsb0 diff --git a/scripts/entities/items/HealingConsumable.cs b/scripts/entities/items/HealingConsumable.cs new file mode 100644 index 0000000..3d8df51 --- /dev/null +++ b/scripts/entities/items/HealingConsumable.cs @@ -0,0 +1,27 @@ +using Godot; + +public partial class HealingConsumable : ConsumableItem +{ + private HealingConsumableDefinition definition; + public float HealingPercentage { get; private set; } + public HealingConsumable(Vector2I initialPosition, MapData map, HealingConsumableDefinition definition) : base(initialPosition, map, definition) + { + this.definition = definition; + HealingPercentage = definition.healingPercentage; + } + + public override bool Activate(ItemAction action) + { + Actor consumer = action.ThisActor; + int intendedAmount = (int)(HealingPercentage / 100 * consumer.MaxHp); + int recovered = consumer.Heal(intendedAmount); + + // Se não tinha o que curar, a ativação falhou. + if (recovered == 0) { + MessageLogData.Instance.AddMessage("Você já está saudável."); + return false; + } + MessageLogData.Instance.AddMessage($"Você consome {DisplayName} e recupera {recovered} de HP"); + return true; + } +} \ No newline at end of file diff --git a/scripts/entities/items/HealingConsumable.cs.uid b/scripts/entities/items/HealingConsumable.cs.uid new file mode 100644 index 0000000..8f8f942 --- /dev/null +++ b/scripts/entities/items/HealingConsumable.cs.uid @@ -0,0 +1 @@ +uid://ct20rmjhaukge diff --git a/scripts/entities/items/HealingConsumableDefinition.cs b/scripts/entities/items/HealingConsumableDefinition.cs new file mode 100644 index 0000000..2562e9e --- /dev/null +++ b/scripts/entities/items/HealingConsumableDefinition.cs @@ -0,0 +1,11 @@ +using Godot; + +[GlobalClass] +public partial class HealingConsumableDefinition : ConsumableItemDefinition { + /// + /// Porcentagem da vida do ator para restaurar. + /// + [ExportCategory("Item Mechanics")] + [Export] + public float healingPercentage = 10; +} \ No newline at end of file diff --git a/scripts/entities/items/HealingConsumableDefinition.cs.uid b/scripts/entities/items/HealingConsumableDefinition.cs.uid new file mode 100644 index 0000000..2fd311d --- /dev/null +++ b/scripts/entities/items/HealingConsumableDefinition.cs.uid @@ -0,0 +1 @@ +uid://b3qy4gtjfci14 diff --git a/scripts/map/DungeonGenerator.cs b/scripts/map/DungeonGenerator.cs index f016dd2..cb89508 100644 --- a/scripts/map/DungeonGenerator.cs +++ b/scripts/map/DungeonGenerator.cs @@ -12,12 +12,16 @@ public partial class DungeonGenerator : Node private static readonly Godot.Collections.Array enemies = [ GD.Load("res://assets/definitions/actor/Skeleton.tres"), GD.Load("res://assets/definitions/actor/morcegao.tres"), - GD.Load("res://assets/definitions/actor/Shadow.tres") + GD.Load("res://assets/definitions/actor/Shadow.tres"), + ]; + + private static readonly Godot.Collections.Array items = [ + GD.Load("res://assets/definitions/Items/small_healing_potion.tres") ]; /// - /// Dimensões do mapa a ser criado. - /// + /// Dimensões do mapa a ser criado. + /// [ExportCategory("Dimension")] [Export] private int width = 80; @@ -52,6 +56,13 @@ public partial class DungeonGenerator : Node [Export] private int maxMonsterPerRoom = 2; + /// + /// Quantidade máxima de itens por sala. + /// + [ExportCategory("Loot RNG")] + [Export] + private int maxItemsPerRoom = 2; + public override void _Ready() { base._Ready(); @@ -149,6 +160,8 @@ public partial class DungeonGenerator : Node private void PlaceEntities(MapData data, Rect2I room) { // Define quantos monstros serão colocados na sala int monsterAmount = rng.RandiRange(0, maxMonsterPerRoom); + // Define quantos itens serão colocados na sala. + int itemAmount = rng.RandiRange(0, maxItemsPerRoom); for (int i = 0; i < monsterAmount; i++) { // Escolhe um lugar aleatório na sala. @@ -173,6 +186,32 @@ public partial class DungeonGenerator : Node data.InsertEntity(enemy); } } + + for (int i = 0; i < itemAmount; i++) { + // Escolhe um lugar aleatório na sala. + Vector2I position = new( + rng.RandiRange(room.Position.X, room.End.X - 1), + rng.RandiRange(room.Position.Y, room.End.Y - 1) + ); + + // Só podemos colocar um ator por ponto no espaço. + bool canPlace = true; + foreach (Entity entity in data.Entities) { + if (entity.GridPosition == position) { + canPlace = false; + break; + } + } + + // Se possível, criamos um inimigo aleatório na posição escolhida. + if (canPlace) { + ConsumableItemDefinition definition = items.PickRandom(); + if (definition is HealingConsumableDefinition hcDefinition) { + HealingConsumable item = new(position, data, hcDefinition); + data.InsertEntity(item); + } + } + } } /// diff --git a/scripts/map/Map.cs b/scripts/map/Map.cs index c14880a..f4f0783 100644 --- a/scripts/map/Map.cs +++ b/scripts/map/Map.cs @@ -46,11 +46,11 @@ public partial class Map : Node2D } /// - /// Coloca todos os tiles do mapa no mundo do jogo. + /// Coloca todas as entidades do mapa no mundo do jogo. /// private void PlaceEntities() { - foreach (Actor actor in Map_Data.Entities) { - entitiesNode.AddChild(actor); + foreach (Entity entity in Map_Data.Entities) { + entitiesNode.AddChild(entity); } } @@ -72,9 +72,9 @@ public partial class Map : Node2D /// Centro de visão, normalmente é a posição do jogador. public void UpdateFOV(Vector2I pos) { fieldOfView.UpdateFOV(Map_Data, pos, fovRadius); - // Esconde ou revela atores com base no campo de visão. - foreach (Actor actor in Map_Data.Entities) { - actor.Visible = Map_Data.GetTile(actor.GridPosition).IsInView; + // Esconde ou revela entidades com base no campo de visão. + foreach (Entity entity in Map_Data.Entities) { + entity.Visible = Map_Data.GetTile(entity.GridPosition).IsInView; } } } -- cgit v1.2.3