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Dog-Lynx-And-HCN/scripts/Statemachine/EntityBase.gd
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extends CharacterBody2D
class_name EntityBase # 这是个抽象类
signal hit(damage: float, bullet: BulletBase, crit: bool)
signal healed(amount: float)
signal healthChanged(health: float)
signal energyChanged(energy: float)
var fields = {
# 数值上限
FieldStore.Entity.MAX_HEALTH: 100,
FieldStore.Entity.MAX_ENERGY: 200,
FieldStore.Entity.EXTRA_APPLE_MAX: 0,
FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
# 速度
FieldStore.Entity.MOVEMENT_SPEED: 1,
FieldStore.Entity.ATTACK_SPEED: 1,
# 伤害
FieldStore.Entity.DAMAGE_MULTIPILER: 1,
FieldStore.Entity.CRIT_DAMAGE: 1,
# 概率相关
FieldStore.Entity.CRIT_RATE: 0.05,
FieldStore.Entity.PENERATE: 0,
FieldStore.Entity.OFFSET_SHOOT: 3,
FieldStore.Entity.DROP_APPLE_RATE: 0,
FieldStore.Entity.PENARATION_RESISTANCE: 0,
FieldStore.Entity.LUCK_VALUE: 1,
# 治疗
FieldStore.Entity.HEAL_ABILITY: 1,
# 价格减免
FieldStore.Entity.PRICE_REDUCTION: 0,
# 饲料
FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
# 储能
FieldStore.Entity.ENERGY_MULTIPILER: 1,
FieldStore.Entity.SAVE_ENERGY: 1,
FieldStore.Entity.ENERGY_REGENERATION: 1,
}
var attackCooldownMap = {
0: 100
}
var inventory = {
ItemStore.ItemType.BASEBALL: 100,
ItemStore.ItemType.BASKETBALL: 100,
ItemStore.ItemType.APPLE: 5, # 初始苹果数量
}
var inventoryMax = {
ItemStore.ItemType.BASEBALL: INF, # 无限
ItemStore.ItemType.BASKETBALL: INF,
ItemStore.ItemType.APPLE: 5, # 最多5个苹果
}
@export var defaultCooldownUnit: float = 100
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@export var isBoss: bool = false
@export var displayName: String = "未知实体"
@export var sprintMultiplier: float = 4
@export var drops: Array[ItemStore.ItemType] = []
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
@export var level: int = 1 # 等级
@export var sprintEnergy: float = 5
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@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@onready var hurtbox: Area2D = $"%hurtbox"
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@onready var sounds: Node2D = $"%sounds"
@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
@onready var damageAnchor: Node2D = $"%damageAnchor"
var statebar: EntityStateBar
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var health: float = 0
var energy: float = 0
var sprinting: bool = false
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var lastDirection: int = 1
var lastAttack: int = 0
var currentFocusedBoss: EntityBase = null
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func _ready():
register()
var selfStatebar: EntityStateBar = $"%statebar"
if isBoss:
selfStatebar.hide()
else:
statebar = selfStatebar
statebar.entity = self
if isPlayer():
statebar.levelLabels.hide()
UIState.player = self
energyChanged.connect(
func(newEnergy):
UIState.energyPercent.maxValue = fields.get(FieldStore.Entity.MAX_ENERGY)
UIState.energyPercent.setCurrent(newEnergy)
)
else:
currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
applyLevel()
health = fields.get(FieldStore.Entity.MAX_HEALTH)
energy = fields.get(FieldStore.Entity.MAX_ENERGY)
healthChanged.connect(
func(newHealth):
if is_instance_valid(statebar):
statebar.healthBar.maxValue = fields.get(FieldStore.Entity.MAX_HEALTH)
statebar.healthBar.setCurrent(newHealth)
)
healthChanged.emit(health)
energyChanged.emit(energy)
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func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
energy = clamp(energy, 0, fields.get(FieldStore.Entity.MAX_ENERGY))
for i in inventory:
inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
if isBoss:
if UIState.player.currentFocusedBoss == self:
statebar = UIState.bossbar
else:
statebar = null
if is_instance_valid(statebar):
statebar.levelLabel.text = str(level)
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func _physics_process(_delta: float) -> void:
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
if sprinting:
velocity *= 0.9
if velocity.length() <= 100:
sprinting = false
else:
velocity = Vector2.ZERO
if isPlayer() or is_instance_valid(currentFocusedBoss):
ai()
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move_and_slide()
storeEnergy(0.01 * fields.get(FieldStore.Entity.ENERGY_REGENERATION))
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# 通用方法
func applyLevel():
fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
func move(direction: Vector2, isSprinting: bool = false):
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velocity = displace(direction, isSprinting)
var currentDirection = sign(direction.x)
if currentDirection != 0:
lastDirection = currentDirection
func takeDamage(bullet: BulletBase, crit: bool):
hurtAnimator.play("hurt")
var baseDamage: float = bullet.damage * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting:
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playSound("miss")
storeEnergy(damage * 0.35)
damage = 0
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else:
playSound("hurt")
storeEnergy(damage * -0.5)
position += Vector2.from_angle(bullet.position.angle_to_point(position)) * bullet.knockback
hit.emit(damage, bullet, crit)
healthChanged.emit(health)
health -= damage
DamageLabel.create(damage, crit, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
if isBoss and bullet.launcher.isPlayer():
bullet.launcher.setBoss(self)
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if health <= 0:
if isBoss:
bullet.launcher.storeEnergy(energy * 0.35)
bullet.launcher.setBoss(null)
tryDie(bullet)
return damage
func collectItem(itemType: ItemStore.ItemType, amount: int):
inventory[itemType] += amount
playSound("collect")
func storeEnergy(value: float):
energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
energyChanged.emit(energy)
func useEnergy(value: float):
value /= fields.get(FieldStore.Entity.SAVE_ENERGY)
var state = energy >= value
if state:
energy -= value
energyChanged.emit(energy)
return state
func isCooldowned(type: int):
return WorldManager.getTime() - lastAttack >= attackCooldownMap.get(type, defaultCooldownUnit) / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown(type: int):
var state = isCooldowned(type)
if state:
lastAttack = WorldManager.getTime()
return state
func tryAttack(type: int):
var state = startCooldown(type)
if state:
if attack(type):
playSound("attack" + str(type))
return state
func trySprint():
if useEnergy(sprintEnergy):
playSound("sprint")
sprint()
sprinting = true
func tryDie(by: BulletBase):
for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, count, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(
GameRule.appleDropRate +
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
) or isBoss:
for i in randi_range(appleCount.x, appleCount.y):
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
await die()
if isPlayer() and UIState.player == self:
UIState.setPanel("GameOver")
func tryHeal(count: float):
if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
inventory[ItemStore.ItemType.APPLE] -= 1
playSound("heal")
healed.emit(heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY)))
healthChanged.emit(health)
func findWeaponAnchor(weaponName: String):
var anchor = $"%weapons".get_node(weaponName)
if anchor is Node2D:
return anchor.global_position
else:
return Vector2.ZERO
func setBoss(boss: EntityBase):
currentFocusedBoss = boss
if isPlayer() and boss and UIState.bossbar.entity != boss:
UIState.bossbar.entity = boss
boss.healthChanged.emit(boss.health)
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func playSound(type: String):
var body = sounds.get_node_or_null(type)
if body is AudioStreamPlayer2D:
var cloned = body.duplicate() as AudioStreamPlayer2D
add_child(cloned)
cloned.play()
await cloned.finished
cloned.queue_free()
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# 关于分组
func isPlayer():
return is_in_group("players")
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# 抽象方法
func ai():
pass
func attack(_type: int):
pass
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func die():
queue_free()
func sprint():
pass
func heal(count: float):
health += count
return count
func register():
pass
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static func generate(
entity: PackedScene,
spawnPosition: Vector2,
isMob: bool = true,
spawnAsBoss: bool = false,
addToWorld: bool = true
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):
var instance: EntityBase = entity.instantiate()
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instance.position = spawnPosition
instance.isBoss = spawnAsBoss
instance.level = clamp((round(Wave.current * (1 + GameRule.entityLevelOffsetByWave * randf_range(-1, 1)))), 1, INF)
if isMob:
instance.add_to_group("mobs")
if addToWorld:
WorldManager.rootNode.add_child(instance)
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return instance
static func mobCount():
return len(WorldManager.tree.get_nodes_in_group("mobs"))