-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathTarget.cs
203 lines (168 loc) · 4.83 KB
/
Target.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
namespace diep;
using Godot;
using System.Linq;
public partial class Target : RigidBody2D
{
private int _currentHP;
private int _xpValue;
public float _targetDamage = 3.1415f;
private Vector2 _initialImpulse;
private float _initialImpulseDuration = 1.616f;
private bool _initialImpulseActive = true;
private float _elapsedTime;
[Export] public float CollisionBorderScale = 1.2f;
private Polygon2D _polygon;
private Polygon2D _borderPolygon;
private CollisionPolygon2D _collisionPolygon;
private RandomNumberGenerator _rng = new();
public override void _Ready()
{
if (this is Enemy)
{
GravityScale = 0;
return;
}
_borderPolygon = GetNode<Polygon2D>("BorderPolygon");
_polygon = GetNode<Polygon2D>("Polygon2D");
_collisionPolygon = GetNode<CollisionPolygon2D>("CollisionPolygon2D");
GravityScale = 0;
GenerateRandomPolygon();
SetRandomColor();
CalculateHPBasedOnColor();
CalculateXPBasedOnVertices();
var borderPoints = _polygon.Polygon.Select(p => p * 1.05f).ToArray();
_borderPolygon.Polygon = borderPoints;
_borderPolygon.Color = new Color(0, 0, 0);
var innerPoints = _polygon.Polygon.Select(p => p * 0.9f).ToArray();
_polygon.Polygon = innerPoints;
ApplyCentralImpulse(_initialImpulse);
}
public override void _PhysicsProcess(double delta)
{
if (_initialImpulseActive)
{
_elapsedTime += (float)delta;
if (_elapsedTime <= _initialImpulseDuration)
{
float decayFactor = Mathf.Exp(-0.9f * _elapsedTime);
ApplyCentralImpulse(_initialImpulse * decayFactor);
}
else
{
_initialImpulseActive = false;
}
}
}
public void HandleCollision(Vector2 collisionImpulse)
{
ApplyCentralImpulse(collisionImpulse);
}
public void SetInitialImpulse(Vector2 impulse, float duration)
{
_initialImpulse = impulse;
_initialImpulseDuration = duration;
_elapsedTime = 0f;
_initialImpulseActive = true;
}
// i couldnt really think of anything better than doing circle and random value +- from the centre, works
// surely i didnt want to do a bitmap as this is a simple task
private void GenerateRandomPolygon()
{
_rng.Randomize();
int vertexCount = _rng.RandiRange(3, 12);
Vector2[] vertices = new Vector2[vertexCount];
Vector2[] collisionVertices = new Vector2[vertexCount];
for (int i = 0; i < vertexCount; i++)
{
float angle = Mathf.Tau * (i / (float)vertexCount);
float radius = _rng.RandfRange(20, 50);
vertices[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
collisionVertices[i] = vertices[i] * CollisionBorderScale;
}
_polygon.Polygon = vertices;
_collisionPolygon.Polygon = collisionVertices;
}
private void SetRandomColor()
{
_polygon.Color = new Color(_rng.Randf(), _rng.Randf(), _rng.Randf());
}
private void CalculateHPBasedOnColor()
{
Color color = _polygon.Color;
// we should normalize the RGB values to 0-1 range but they alreadycome in that format
float k = 5.0f;
float contributionR = Mathf.Exp(-k * color.R);
float contributionG = Mathf.Exp(-k * color.G);
float contributionB = Mathf.Exp(-k * color.B);
float logContribution = Mathf.Log(1 + contributionR + contributionG + contributionB);
int baseHP = 100;
int scaleFactor = 200;
float threshold = 0.4f;
int bonusHP = 0;
if (color.R < threshold && color.G < threshold && color.B < threshold)
{
bonusHP = 50;
}
int maxHP = baseHP + (int)(scaleFactor * logContribution) + bonusHP;
_currentHP = maxHP;
}
private void CalculateXPBasedOnVertices()
{
int vertexCount = _polygon.Polygon.Length;
float randomRange = 10.0f;
float randomVariation = randomRange * (GD.Randf() - 0.5f);
float baseXP = 50f;
float scaleFactor = 20.0f;
float logarithmicXP = baseXP + (scaleFactor * Mathf.Log(vertexCount + 1));
_xpValue = (int)(logarithmicXP + randomVariation);
if (vertexCount > 10)
{
_xpValue += 10;
}
//GD.Print($"Target with {vertexCount} vertices => XP Value: {_xpValue}");
}
private void CalculateMassBasedOnSize()
{
float area = CalculatePolygonArea(_polygon.Polygon);
Mass = area * 0.1f;
}
public void TakeDamage(int damage)
{
_currentHP -= damage;
if (_currentHP <= 0)
{
GiveXPToPlayer();
Die();
}
}
private void GiveXPToPlayer()
{
var player = GetTree().Root.GetNode<Player>("RigidBody2D");
if (player != null)
{
player.AddXP(_xpValue);
}
}
//little trick from linear algebra and pokrocile cvika at school
private float CalculatePolygonArea(Vector2[] vertices)
{
float area = 0;
int n = vertices.Length;
for (int i = 0; i < n; i++)
{
Vector2 current = vertices[i];
Vector2 next = vertices[(i + 1) % n];
area += current.X * next.Y - next.X * current.Y;
}
area = Mathf.Abs(area) / 2.0f;
return area;
}
private void Die()
{
QueueFree();
}
public override void _IntegrateForces(PhysicsDirectBodyState2D state)
{
state.LinearVelocity = Vector2.Zero;
}
}