the rest of the fucking owl

This commit is contained in:
Sara 2025-06-13 15:12:22 +02:00
parent f89d2ccf53
commit 7f63584f7c
20 changed files with 331 additions and 9 deletions

View file

@ -1,6 +1,6 @@
set export
BUILD_NAME := "change_me"
BUILD_NAME := "tabtargeting"
build:
cd engine/ && scons target=editor symbols=yes optimization=debug dev_build=yes linker=mold use_llvm=yes compiledb=yes custom_modules="../modules"

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@ -1,10 +1,49 @@
#include "actor_body.h"
#include "core/object/class_db.h"
#include "core/string/print_string.h"
void ActorBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("request_attack"), &self_type::request_attack, "target");
}
void ActorBody::_notification(int what) {
if(Engine::get_singleton()->is_editor_hint()) {
return;
}
switch(what) {
case NOTIFICATION_READY:
this->equipment = Object::cast_to<Equipment>(this->get_node(NodePath("Equipment")));
break;
}
}
void ActorBody::_attack() {
if(this->attack_requested != nullptr) {
this->attack_requested->receive_damage(this->equipment->apply(this->equipment->get_weapon()->create_base_damage_event(this), this));
this->attack_requested = nullptr;
}
}
bool ActorBody::is_attack_requested() {
return this->attack_requested != nullptr;
}
void ActorBody::receive_damage(DamageEvent event) {
this->health -= event.compound_damage;
this->health -= this->equipment->apply(event, this).compound_damage;
print_line(vformat("Damage dealth (%d to %s, %d remaining", event.compound_damage, this->get_name(), this->health));
if(this->health < 0) {
this->queue_free();
}
}
void ActorBody::request_attack(ActorBody *target) {
this->attack_requested = target;
}
void ActorBody::set_health(int health) {
this->health = health;
}
int ActorBody::get_health() const {
return this->health;
}

View file

@ -8,13 +8,19 @@ class ActorBody;
class ActorBody : public CharacterBody3D {
GDCLASS(ActorBody, CharacterBody3D);
static void _bind_methods();
void _notification(int what);
public:
void _attack();
bool is_attack_requested();
void receive_damage(DamageEvent event);
void send_damage(int amount, ActorBody *target);
void request_attack(ActorBody *target);
void set_health(int health);
int get_health() const;
private:
int health{10};
int health{50};
int max_health{10};
ActorBody *attack_requested{nullptr};
class Equipment *equipment{nullptr};
Equipment *equipment{nullptr};
};
#endif // !ACTOR_BODY_H

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@ -0,0 +1,84 @@
#include "actor_state_machine.h"
#include "core/config/engine.h"
#include "tabtargeting/actor_body.h"
void ActorState::_bind_methods() {
}
void ActorStateMachine::_bind_methods() {
}
void ActorStateMachine::_notification(int what) {
if(Engine::get_singleton()->is_editor_hint()) {
return;
}
switch(what) {
case NOTIFICATION_READY:
this->ready();
break;
case NOTIFICATION_PROCESS:
this->process(this->get_process_delta_time());
break;
default: break;
}
}
void ActorStateMachine::ready() {
this->set_process(true);
this->body = Object::cast_to<ActorBody>(this->get_parent());
this->add_state<IdleState>();
this->add_state<ActingState>();
this->current_state->state_entered();
}
void ActorStateMachine::process(double delta) {
this->current_state->process(delta);
this->try_next_state();
}
void ActorStateMachine::try_next_state() {
StringName name{this->current_state->next_state()};
if(name != this->current_state->get_class()) {
this->switch_state(this->states[name]);
}
}
void ActorStateMachine::switch_state(ActorState *state) {
this->current_state->state_exited();
this->current_state = state;
this->current_state->state_entered();
}
void IdleState::_bind_methods() {}
void IdleState::state_exited() {
print_line("state idle exited");
if(this->body->is_attack_requested()) {
this->body->_attack();
}
}
StringName IdleState::next_state() const {
if(this->body->is_attack_requested()) {
return ActingState::get_class_static();
}
return this->get_class_name();
}
void ActingState::_bind_methods() {}
void ActingState::state_entered() {
print_line("state acting exited");
this->timer = this->seconds_to_wait;
}
void ActingState::process(double delta) {
this->timer -= delta;
}
StringName ActingState::next_state() const {
if(this->timer <= 0) {
return IdleState::get_class_static();
}
return this->get_class();
}

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@ -1,13 +1,70 @@
#ifndef ACTOR_STATE_MACHINE_H
#define ACTOR_STATE_MACHINE_H
#include "core/string/string_name.h"
#include "scene/main/node.h"
#include "core/object/ref_counted.h"
class ActorBody;
class ActorState : public RefCounted {
GDCLASS(ActorState, Object);
static void _bind_methods();
public:
virtual void state_entered() {}
virtual void process(double delta) {}
virtual StringName next_state() const {
return this->get_class();
}
virtual void state_exited() {}
protected:
ActorBody *body{nullptr};
friend class ActorStateMachine;
};
class ActorStateMachine : public Node {
GDCLASS(ActorStateMachine, Node);
static void _bind_methods();
public:
void _notification(int what);
void ready();
void process(double delta);
template <class TState>
void add_state();
void try_next_state();
void switch_state(ActorState *state);
private:
ActorBody *body{nullptr};
ActorState *current_state{};
HashMap<StringName, ActorState*> states{};
};
template <class TState>
void ActorStateMachine::add_state() {
ActorState *state{memnew(TState)};
state->body = this->body;
this->states.insert(TState::get_class_static(), state);
if(current_state == nullptr) {
this->current_state = state;
}
}
class IdleState : public ActorState {
GDCLASS(IdleState, ActorState);
static void _bind_methods();
public:
virtual void state_exited() override;
virtual StringName next_state() const override;
};
class ActingState : public ActorState {
GDCLASS(ActingState, ActorState);
static void _bind_methods();
public:
virtual void state_entered() override;
virtual void process(double delta) override;
virtual StringName next_state() const override;
private:
double const seconds_to_wait{1.0};
double timer{0.0};
};
#endif // !ACTOR_STATE_MACHINE_H

View file

@ -8,6 +8,14 @@ DamageEvent::DamageEvent(int damage, ActorBody *source)
, source{source}
{}
int DamageEvent::get_initial_damage() const {
return this->initial_damage;
}
ActorBody *DamageEvent::get_source() const {
return this->source;
}
void DamageStats::_bind_methods() {
BIND_PROPERTY(Variant::INT, damage_add);
BIND_PROPERTY(Variant::INT, damage_mul);
@ -101,7 +109,15 @@ void Equipment::_bind_methods() {
}
DamageEvent Equipment::apply(DamageEvent event, ActorBody *target) {
if(this->weapon.is_valid())
event = this->weapon->apply(event, target);
if(this->helmet.is_valid())
event = this->helmet->apply(event, target);
if(this->chest.is_valid())
event = this->chest->apply(event, target);
if(this->legs.is_valid())
event = this->legs->apply(event, target);
return event;
}
void Equipment::set_weapon(Ref<Weapon> weapon) {

View file

@ -2,7 +2,6 @@
#define EQUIPMENT_H
#include "core/io/resource.h"
#include "core/templates/vector.h"
#include "scene/main/node.h"
class ActorBody;

View file

@ -1,6 +1,7 @@
#include "register_types.h"
#include "core/object/class_db.h"
#include "tabtargeting/actor_state_machine.h"
#include "tabtargeting/equipment.h"
#include "tabtargeting/actor_body.h"
@ -9,6 +10,10 @@ void initialize_tabtargeting_module(ModuleInitializationLevel p_level) {
return;
}
ClassDB::register_class<ActorBody>();
ClassDB::register_class<ActorStateMachine>();
ClassDB::register_class<ActorState>();
ClassDB::register_class<ActingState>();
ClassDB::register_class<IdleState>();
ClassDB::register_class<DamageStats>();
ClassDB::register_class<EquipItem>();
ClassDB::register_class<Weapon>();

7
project/buttons.gd Normal file
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@ -0,0 +1,7 @@
extends CanvasLayer
func _on_button1_down() -> void:
$"../Actor1".request_attack($"../Actor2")
func _on_button2_down() -> void:
$"../Actor2".request_attack($"../Actor1")

1
project/buttons.gd.uid Normal file
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@ -0,0 +1 @@
uid://cikkvrxl0xfut

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@ -0,0 +1,3 @@
[gd_resource type="Armor" format=3 uid="uid://ciqakeu7a82fw"]
[resource]

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@ -0,0 +1,9 @@
[gd_resource type="Weapon" load_steps=2 format=3 uid="uid://rkcmcib35uj7"]
[sub_resource type="DamageStats" id="DamageStats_jtxwa"]
damage_add = 1
damage_mul = 2.0
[resource]
stats = SubResource("DamageStats_jtxwa")
base_damage = 5

View file

@ -11,5 +11,6 @@ config_version=5
[application]
config/name="tabtargeting"
config/features=PackedStringArray("4.4", "Forward Plus")
run/main_scene="uid://b7klcvxm3e578"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"

95
project/scene.tscn Normal file
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@ -0,0 +1,95 @@
[gd_scene load_steps=9 format=3 uid="uid://b7klcvxm3e578"]
[ext_resource type="Weapon" uid="uid://rkcmcib35uj7" path="res://equip_items/weapon1.tres" id="1_nxogm"]
[ext_resource type="Script" uid="uid://cikkvrxl0xfut" path="res://buttons.gd" id="1_ulcgi"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_nxogm"]
sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
ground_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
[sub_resource type="Sky" id="Sky_3253y"]
sky_material = SubResource("ProceduralSkyMaterial_nxogm")
[sub_resource type="Environment" id="Environment_u3cyc"]
background_mode = 2
sky = SubResource("Sky_3253y")
tonemap_mode = 2
glow_enabled = true
[sub_resource type="SphereShape3D" id="SphereShape3D_drvgu"]
[sub_resource type="CylinderMesh" id="CylinderMesh_drvgu"]
[sub_resource type="BoxMesh" id="BoxMesh_nxogm"]
size = Vector3(-5, -5, -5)
[node name="Scene" type="Node3D"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_u3cyc")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.433659, -0.651449, 0.622538, 0, 0.690882, 0.722967, -0.901077, -0.313521, 0.299607, 0, 0, 0)
shadow_enabled = true
[node name="Actor1" type="ActorBody" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.59845)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Actor1"]
shape = SubResource("SphereShape3D_drvgu")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Actor1"]
mesh = SubResource("CylinderMesh_drvgu")
[node name="Equipment" type="Equipment" parent="Actor1"]
weapon = ExtResource("1_nxogm")
[node name="ActorStateMachine" type="ActorStateMachine" parent="Actor1"]
[node name="Actor2" type="ActorBody" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.66257)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Actor2"]
shape = SubResource("SphereShape3D_drvgu")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Actor2"]
mesh = SubResource("CylinderMesh_drvgu")
[node name="Equipment" type="Equipment" parent="Actor2"]
weapon = ExtResource("1_nxogm")
[node name="ActorStateMachine" type="ActorStateMachine" parent="Actor2"]
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(0.251056, -0.361214, 0.898051, 0, 0.927765, 0.373166, -0.967973, -0.0936855, 0.232921, 1.89697, 0.912457, 1.11904)
[node name="CanvasLayer" type="CanvasLayer" parent="."]
script = ExtResource("1_ulcgi")
[node name="Button" type="Button" parent="CanvasLayer"]
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_top = -113.0
offset_right = 327.0
grow_vertical = 0
text = "Attack (Actor 1)"
[node name="Button2" type="Button" parent="CanvasLayer"]
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -327.0
offset_top = -113.0
grow_horizontal = 0
grow_vertical = 0
text = "Attack (Actor 2)"
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.57152, 0)
mesh = SubResource("BoxMesh_nxogm")
[connection signal="button_down" from="CanvasLayer/Button" to="CanvasLayer" method="_on_button1_down"]
[connection signal="button_down" from="CanvasLayer/Button2" to="CanvasLayer" method="_on_button2_down"]