Friday, 22 August 2025 01:17:08
This commit is contained in:
@@ -1,38 +1,47 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using System.Diagnostics;
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using System.Linq;
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public partial class Worker : RigidBody2D
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{
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public bool _dead = false, _hovered = false, _held = false, _placed = false, _selected = false, _primed = false, _moving = false;
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public int _health, _healthMax, _aptitude, _agility, _ardor, _accumen, _awareness, _appeal, _id;
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public bool _dead = false, _hovered = false, _held = false, _placed = false, _selected = false, _primed = false, _moving = false, _staminaCanDrain = true;
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public int _health, _healthMax;
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public float _stamina, _staminaMax;
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public Stat _aptitude = new(), _agility = new(), _ardor = new(), _accumen = new(), _awareness = new(), _appeal = new();
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public float _rotationalForce = 0;
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public Vector2 _force = Vector2.Zero;
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public Node _collisionTarget;
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public Sprite2D _image;
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public ProgressBar _healthBar;
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public Manager _manager;
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public List<Action> _Actions = new();
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public List<Action> _actions = new();
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public List<Condition> _conditions = new();
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public override void _Ready()
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{
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_health = 10;
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_aptitude = 5;
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_agility = 5;
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_ardor = 5;
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_accumen = 5;
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_awareness = 5;
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_appeal = 5;
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_aptitude._default = 5;
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_agility._default = 5;
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_ardor._default = 5;
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_accumen._default = 5;
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_awareness._default = 5;
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_appeal._default = 5;
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_aptitude._effective = _aptitude._default;
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_agility._effective = _agility._default;
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_ardor._effective = _ardor._default;
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_accumen._effective = _accumen._default;
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_awareness._effective = _awareness._default;
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_appeal._effective = _appeal._default;
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_healthMax = _health;
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_image = GetNode<Sprite2D>("Sprite2D");
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_Actions.Add(new BasicAttack(this));
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_actions.Add(new BasicAttack(this));
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_healthBar = GetNode<ProgressBar>("HealthBar");
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_healthBar.MaxValue = _healthMax;
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_healthBar.Value = _health;
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// _healthBar = GetNode<ProgressBar>("HealthBar");
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// _healthBar.MaxValue = _healthMax;
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// _healthBar.Value = _health;
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}
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public override void _Process(double DELTA_)
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@@ -62,7 +71,7 @@ public partial class Worker : RigidBody2D
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{
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_selected = false;
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_force = (GlobalPosition - mousePosition) * 100;
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_rotationalForce = 5f;
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_stamina = _agility._effective;
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_primed = true;
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}
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}
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@@ -79,9 +88,12 @@ public partial class Worker : RigidBody2D
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{
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// Vector2 towardCenter = (Globals.Instance._screenCenter - GlobalPosition).Normalized();
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// ApplyCentralForce(towardCenter * 100);
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_image.Rotate(_rotationalForce);
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_rotationalForce -= 0.5f / 60;
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if (_rotationalForce <= 0f)
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_image.Rotate(_stamina);
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if (_staminaCanDrain)
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{
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_stamina -= 0.25f / 60;
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}
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if (_stamina <= 0f)
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{
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Stop();
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}
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@@ -121,7 +133,6 @@ public partial class Worker : RigidBody2D
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}
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}
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public void Drop()
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{
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if (_held)
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@@ -132,6 +143,24 @@ public partial class Worker : RigidBody2D
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}
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}
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public void FireActions(Trigger.On TRIGGER, Node TARGET = null)
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{
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List<Action> triggeredActions = _actions.Where(e => e._triggers.Contains(TRIGGER)).ToList();
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for (int i = 0; i < triggeredActions.Count; i++)
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{
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triggeredActions[i].Target(TARGET);
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triggeredActions[i].Fire();
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}
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List<Action> expiredActions = _actions.Where(e => e._triggers.Contains(TRIGGER)).ToList();
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_actions.Except(expiredActions);
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}
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public bool HasCondition(string CONDITION)
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{
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List<string> conditionNames = _conditions.Select(c => c.GetType().ToString()).ToList();
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return conditionNames.Contains(CONDITION);
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}
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public void Hold()
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{
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if (_held)
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@@ -157,20 +186,18 @@ public partial class Worker : RigidBody2D
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GravityScale = 0.0f;
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Sleeping = true;
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_moving = false;
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_rotationalForce = 0f;
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_stamina = 0f;
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FireActions(Trigger.On.Stop, _manager);
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}
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public void FireActions(Trigger.On TRIGGER, Node TARGET = null)
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public void ResetStats()
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{
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List<Action> triggeredActions = _Actions.Where(e => e._triggers.IndexOf(TRIGGER) > -1).ToList();
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for (int i = 0; i < triggeredActions.Count; i++)
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{
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triggeredActions[i].Target(TARGET);
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triggeredActions[i].Fire();
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}
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List<Action> expiredActions = _Actions.Where(e => e._triggers.IndexOf(TRIGGER) > -1).ToList();
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_Actions.Except(expiredActions);
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_aptitude._effective = _aptitude._default;
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_agility._effective = _agility._default;
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_ardor._effective = _ardor._default;
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_accumen._effective = _accumen._default;
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_awareness._effective = _awareness._default;
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_appeal._effective = _appeal._default;
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}
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// PRIVATE METHODS
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