Add hero runtime

This commit is contained in:
2026-04-21 22:54:14 +02:00
parent 67737f3ba8
commit 762c8969ab
29 changed files with 1327 additions and 12 deletions

View File

@@ -0,0 +1,51 @@
#nullable enable
using Godot;
using SideScrollerGame.Hero.Rules;
namespace SideScrollerGame.Hero;
public partial class HeroActor : Node2D
{
public override void _PhysicsProcess(double delta)
{
if (m_Runtime is not null && m_Runtime.State.LifeState != HeroLifeState.Alive)
{
return;
}
Vector2 direction = Input.GetVector("move_left", "move_right", "move_up", "move_down");
GlobalPosition = ClampToBounds(GlobalPosition + (direction * MoveSpeed * (float)delta));
}
public void SetRuntime(HeroRuntimeService runtime)
{
m_Runtime = runtime;
}
public void SetPlayBounds(Rect2 bounds)
{
PlayBounds = bounds;
GlobalPosition = ClampToBounds(GlobalPosition);
}
[Export]
public float MoveSpeed { get; set; } = 320.0f;
[Export]
public Rect2 PlayBounds { get; set; } = new(new Vector2(260.0f, 96.0f), new Vector2(640.0f, 420.0f));
private Vector2 ClampToBounds(Vector2 position)
{
if (PlayBounds.Size == Vector2.Zero)
{
return position;
}
float x = Mathf.Clamp(position.X, PlayBounds.Position.X, PlayBounds.Position.X + PlayBounds.Size.X);
float y = Mathf.Clamp(position.Y, PlayBounds.Position.Y, PlayBounds.Position.Y + PlayBounds.Size.Y);
return new Vector2(x, y);
}
private HeroRuntimeService? m_Runtime;
}

View File

@@ -0,0 +1 @@
uid://df8y8nyfawd51

View File

@@ -0,0 +1,75 @@
#nullable enable
using System.Globalization;
using System.Linq;
using Godot;
using SideScrollerGame.Hero.Rules;
namespace SideScrollerGame.Hero;
public partial class HeroStateHudController : Control
{
public override void _Ready()
{
EnsureLabel();
Refresh();
}
public void Bind(HeroRuntimeService runtime)
{
if (m_Runtime is not null)
{
m_Runtime.StateChanged -= HandleStateChanged;
}
m_Runtime = runtime;
runtime.StateChanged += HandleStateChanged;
Refresh();
}
public void Refresh()
{
Label label = EnsureLabel();
if (m_Runtime is null)
{
label.Text = "Hero: unbound";
return;
}
HeroRunState state = m_Runtime.State;
string slots = string.Join(", ", state.PrimaryWeaponSlots.Select((weaponId, index) => index == state.SelectedPrimaryWeaponSlotIndex ? $"[{Display(weaponId)}]" : Display(weaponId)));
string nextThreshold = m_Runtime.NextPointThreshold?.ToString(CultureInfo.InvariantCulture) ?? "max";
label.Text = $"Hero: {state.LifeState}\n" + $"Level: {state.Level} Points: {state.Points} Next: {nextThreshold}\n" + $"Shields: {state.ShieldCharges} Retries: {state.RetryCount}\n" + $"Primary: {slots}\n" + $"Secondary: {Display(state.CurrentSecondaryWeaponId)}\n" + $"Special: {Display(state.CurrentSpecialWeaponId)} ammo={state.SpecialAmmo}\n" + $"Squadron: {Display(state.SquadronMateTypeId)} x{state.SquadronMateCount}\n" + $"Last: {state.LastStateChange}";
}
private void HandleStateChanged(HeroRunState state)
{
Refresh();
}
private Label EnsureLabel()
{
if (m_StateLabel is not null)
{
return m_StateLabel;
}
m_StateLabel = GetNodeOrNull<Label>("StateLabel");
if (m_StateLabel is null)
{
m_StateLabel = new Label { Name = "StateLabel" };
AddChild(m_StateLabel);
}
m_StateLabel.AutowrapMode = TextServer.AutowrapMode.WordSmart;
return m_StateLabel;
}
private static string Display(string? value)
{
return string.IsNullOrWhiteSpace(value) ? "empty" : value;
}
private HeroRuntimeService? m_Runtime;
private Label? m_StateLabel;
}

View File

@@ -0,0 +1 @@
uid://dmqj2ouqe5cvq

View File

@@ -0,0 +1,10 @@
#nullable enable
namespace SideScrollerGame.Hero.Rules;
public enum HeroLifeState
{
Alive,
Dead,
GameOver
}

View File

@@ -0,0 +1 @@
uid://cr5kwlw3ovauj

View File

@@ -0,0 +1,7 @@
#nullable enable
using System.Collections.Generic;
namespace SideScrollerGame.Hero.Rules;
public sealed record HeroMissionSnapshot(string ActiveDifficultyId, HeroLifeState LifeState, int Level, int Points, int ShieldCharges, int RetryCount, IReadOnlyList<string?> PrimaryWeaponSlots, int SelectedPrimaryWeaponSlotIndex, string CurrentSecondaryWeaponId, string CurrentSpecialWeaponId, int SpecialAmmo, string SquadronMateTypeId, int SquadronMateCount);

View File

@@ -0,0 +1 @@
uid://chkspscrqv1mi

View File

@@ -0,0 +1,38 @@
#nullable enable
using System.Collections.Generic;
namespace SideScrollerGame.Hero.Rules;
public sealed class HeroRuleConfig
{
public HeroRuleConfig(int primaryWeaponSlotCount, string basePrimaryWeaponId, string baseSecondaryWeaponId, string defaultSpecialWeaponId, int defaultSpecialAmmo, int maxSquadronMateCount, IReadOnlyList<int> pointThresholds)
{
PrimaryWeaponSlotCount = primaryWeaponSlotCount;
BasePrimaryWeaponId = basePrimaryWeaponId;
BaseSecondaryWeaponId = baseSecondaryWeaponId;
DefaultSpecialWeaponId = defaultSpecialWeaponId;
DefaultSpecialAmmo = defaultSpecialAmmo;
MaxSquadronMateCount = maxSquadronMateCount;
PointThresholds = pointThresholds;
}
public static HeroRuleConfig CreateDefault()
{
return new HeroRuleConfig(2, "weapon.primary.basic", "weapon.secondary.vertical", "weapon.special.bomb", 12, 4, [500, 1500, 3000]);
}
public int PrimaryWeaponSlotCount { get; }
public string BasePrimaryWeaponId { get; }
public string BaseSecondaryWeaponId { get; }
public string DefaultSpecialWeaponId { get; }
public int DefaultSpecialAmmo { get; }
public int MaxSquadronMateCount { get; }
public IReadOnlyList<int> PointThresholds { get; }
}

View File

@@ -0,0 +1 @@
uid://dnk3adcvb0xma

View File

@@ -0,0 +1,16 @@
#nullable enable
namespace SideScrollerGame.Hero.Rules;
public sealed record HeroRuleResult(bool Succeeded, string Message, HeroRunState State)
{
public static HeroRuleResult Success(string message, HeroRunState state)
{
return new HeroRuleResult(true, message, state);
}
public static HeroRuleResult Failure(string message, HeroRunState state)
{
return new HeroRuleResult(false, message, state);
}
}

View File

@@ -0,0 +1 @@
uid://bvkra6itukg8p

View File

@@ -0,0 +1,79 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
namespace SideScrollerGame.Hero.Rules;
public sealed class HeroRunState
{
public HeroRunState(string activeDifficultyId, int shieldCharges, int retryCount, HeroRuleConfig config)
{
ActiveDifficultyId = activeDifficultyId;
ShieldCharges = shieldCharges;
RetryCount = retryCount;
m_PrimaryWeaponSlots = Enumerable.Repeat<string?>(null, config.PrimaryWeaponSlotCount).ToList();
ResetInventory(config);
LastStateChange = "Hero ready";
}
public int FindEmptyPrimarySlot()
{
return m_PrimaryWeaponSlots.FindIndex(string.IsNullOrWhiteSpace);
}
public void ReplacePrimaryWeaponSlot(int index, string? weaponId)
{
m_PrimaryWeaponSlots[index] = weaponId;
}
public void ResetInventory(HeroRuleConfig config)
{
for (int i = 0; i < m_PrimaryWeaponSlots.Count; i++)
{
m_PrimaryWeaponSlots[i] = null;
}
if (m_PrimaryWeaponSlots.Count > 0)
{
m_PrimaryWeaponSlots[0] = config.BasePrimaryWeaponId;
}
SelectedPrimaryWeaponSlotIndex = 0;
CurrentSecondaryWeaponId = config.BaseSecondaryWeaponId;
CurrentSpecialWeaponId = config.DefaultSpecialWeaponId;
SpecialAmmo = config.DefaultSpecialAmmo;
SquadronMateTypeId = string.Empty;
SquadronMateCount = 0;
}
public string ActiveDifficultyId { get; set; }
public HeroLifeState LifeState { get; set; } = HeroLifeState.Alive;
public int Level { get; set; } = 1;
public int Points { get; set; }
public int ShieldCharges { get; set; }
public int RetryCount { get; set; }
public IReadOnlyList<string?> PrimaryWeaponSlots => m_PrimaryWeaponSlots;
public int SelectedPrimaryWeaponSlotIndex { get; set; }
public string CurrentSecondaryWeaponId { get; set; } = string.Empty;
public string CurrentSpecialWeaponId { get; set; } = string.Empty;
public int SpecialAmmo { get; set; }
public string SquadronMateTypeId { get; set; } = string.Empty;
public int SquadronMateCount { get; set; }
public string LastStateChange { get; set; } = string.Empty;
private readonly List<string?> m_PrimaryWeaponSlots;
}

View File

@@ -0,0 +1 @@
uid://bet8wlbxg4xst

View File

@@ -0,0 +1,248 @@
#nullable enable
using System;
using System.Linq;
using SideScrollerGame.Content;
using SideScrollerGame.Content.Definitions;
namespace SideScrollerGame.Hero.Rules;
public sealed class HeroRuntimeService
{
public HeroRuntimeService(ContentRegistry registry, HeroRuleConfig config, string difficultyId)
{
m_Registry = registry;
Config = config;
m_ActiveDifficulty = ResolveDifficulty(difficultyId);
State = new HeroRunState(m_ActiveDifficulty.Id, m_ActiveDifficulty.HeroStartingShieldCharges, m_ActiveDifficulty.HeroRetryCount, config);
}
public HeroRuleResult ApplyHit(bool invulnerable)
{
if (State.LifeState != HeroLifeState.Alive)
{
return Fail("Hero is not alive");
}
if (invulnerable)
{
return Succeed("Hero ignored hit while invulnerable");
}
if (State.ShieldCharges > 0)
{
State.ShieldCharges--;
return Succeed($"Hero hit: shield {State.ShieldCharges}");
}
return EnterDeathState("Hero killed");
}
public HeroRuleResult Kill()
{
if (State.LifeState != HeroLifeState.Alive)
{
return Fail("Hero is not alive");
}
State.ShieldCharges = 0;
return EnterDeathState("Hero killed");
}
public HeroRuleResult Rebirth()
{
if (State.LifeState != HeroLifeState.Dead)
{
return Fail("Hero is not waiting for rebirth");
}
if (State.RetryCount <= 0)
{
State.LifeState = HeroLifeState.GameOver;
return Succeed("Game over");
}
State.RetryCount--;
State.LifeState = HeroLifeState.Alive;
State.ShieldCharges = m_ActiveDifficulty.HeroStartingShieldCharges;
State.ResetInventory(Config);
return Succeed("Hero reborn");
}
public HeroRuleResult AddPoints(int points)
{
if (points <= 0)
{
return Fail($"Invalid point amount {points}");
}
State.Points += points;
int targetLevel = CalculateLevel(State.Points);
int gainedLevels = Math.Max(0, targetLevel - State.Level);
State.Level = targetLevel;
State.ShieldCharges += gainedLevels;
return Succeed(gainedLevels == 0 ? $"Points added: {points}" : $"Points added: {points}; level {State.Level}");
}
public HeroRuleResult SetLevel(int level)
{
if (level < 1)
{
return Fail($"Invalid hero level {level}");
}
State.Level = level;
return Succeed($"Hero level set to {level}");
}
public HeroRuleResult AddShieldCharge(int amount)
{
if (amount <= 0)
{
return Fail($"Invalid shield amount {amount}");
}
State.ShieldCharges += amount;
return Succeed($"Shield added: {State.ShieldCharges}");
}
public HeroRuleResult RemoveShieldCharge(int amount)
{
if (amount <= 0)
{
return Fail($"Invalid shield amount {amount}");
}
State.ShieldCharges = Math.Max(0, State.ShieldCharges - amount);
return Succeed($"Shield removed: {State.ShieldCharges}");
}
public HeroRuleResult SetRetryCount(int retryCount)
{
if (retryCount < 0)
{
return Fail($"Invalid retry count {retryCount}");
}
State.RetryCount = retryCount;
return Succeed($"Retries set to {retryCount}");
}
public HeroRuleResult TogglePrimaryWeaponSlot()
{
if (State.PrimaryWeaponSlots.Count == 0)
{
return Fail("No primary weapon slots");
}
State.SelectedPrimaryWeaponSlotIndex = (State.SelectedPrimaryWeaponSlotIndex + 1) % State.PrimaryWeaponSlots.Count;
return Succeed($"Primary slot {State.SelectedPrimaryWeaponSlotIndex}");
}
public HeroRuleResult ApplyPrimaryWeaponPickup(string weaponId)
{
if (!m_Registry.Weapons.ContainsKey(weaponId))
{
return Fail($"Unknown primary weapon '{weaponId}'");
}
int targetSlot = State.FindEmptyPrimarySlot();
if (targetSlot < 0)
{
targetSlot = State.SelectedPrimaryWeaponSlotIndex;
}
State.ReplacePrimaryWeaponSlot(targetSlot, weaponId);
return Succeed($"Primary weapon {weaponId} in slot {targetSlot}");
}
public HeroRuleResult ApplySecondaryWeaponPickup(string weaponId)
{
if (!m_Registry.Weapons.ContainsKey(weaponId))
{
return Fail($"Unknown secondary weapon '{weaponId}'");
}
State.CurrentSecondaryWeaponId = weaponId;
return Succeed($"Secondary weapon {weaponId}");
}
public HeroRuleResult AddSpecialAmmo(int amount)
{
State.SpecialAmmo = Math.Max(0, State.SpecialAmmo + amount);
return Succeed($"Special ammo {State.SpecialAmmo}");
}
public HeroRuleResult ApplySquadronMatePickup(string squadronMateTypeId)
{
if (!m_Registry.SquadronMateTypes.ContainsKey(squadronMateTypeId))
{
return Fail($"Unknown squadron mate '{squadronMateTypeId}'");
}
State.SquadronMateTypeId = squadronMateTypeId;
State.SquadronMateCount = Math.Min(Config.MaxSquadronMateCount, State.SquadronMateCount + 1);
return Succeed($"Squadron mates {State.SquadronMateCount} {squadronMateTypeId}");
}
public HeroRuleResult ClearInventory()
{
State.ResetInventory(Config);
return Succeed("Hero inventory cleared");
}
public HeroMissionSnapshot CreateMissionSnapshot()
{
return new HeroMissionSnapshot(State.ActiveDifficultyId, State.LifeState, State.Level, State.Points, State.ShieldCharges, State.RetryCount, State.PrimaryWeaponSlots.ToList(), State.SelectedPrimaryWeaponSlotIndex, State.CurrentSecondaryWeaponId, State.CurrentSpecialWeaponId, State.SpecialAmmo, State.SquadronMateTypeId, State.SquadronMateCount);
}
public int? NextPointThreshold
{
get { return Config.PointThresholds.Cast<int?>().FirstOrDefault(threshold => threshold > State.Points); }
}
public HeroRunState State { get; }
public HeroRuleConfig Config { get; }
public event Action<HeroRunState>? StateChanged;
private HeroRuleResult EnterDeathState(string message)
{
State.ShieldCharges = 0;
State.ResetInventory(Config);
State.LifeState = State.RetryCount > 0 ? HeroLifeState.Dead : HeroLifeState.GameOver;
return Succeed(State.LifeState == HeroLifeState.GameOver ? "Game over" : message);
}
private HeroRuleResult Succeed(string message)
{
State.LastStateChange = message;
StateChanged?.Invoke(State);
return HeroRuleResult.Success(message, State);
}
private HeroRuleResult Fail(string message)
{
State.LastStateChange = message;
return HeroRuleResult.Failure(message, State);
}
private int CalculateLevel(int points)
{
return 1 + Config.PointThresholds.Count(threshold => points >= threshold);
}
private DifficultyDefinition ResolveDifficulty(string difficultyId)
{
if (m_Registry.Difficulties.TryGetValue(difficultyId, out DifficultyDefinition? difficulty))
{
return difficulty;
}
return m_Registry.DifficultyDefinitions.First();
}
private readonly ContentRegistry m_Registry;
private readonly DifficultyDefinition m_ActiveDifficulty;
}

View File

@@ -0,0 +1 @@
uid://hfyvh0qvd7uv