Slash-The-Hordes/assets/Scripts/Game/Items/ItemManager.ts
2023-01-12 15:50:21 +01:00

143 lines
5.1 KiB
TypeScript

import { Component, random, randomRange, Vec3, _decorator } from "cc";
import { ISignal } from "../../Services/EventSystem/ISignal";
import { Signal } from "../../Services/EventSystem/Signal";
import { ItemSettings } from "../Data/GameSettings";
import { GameResult } from "../Game";
import { GameModalLauncher } from "../ModalWIndows/GameModalLauncher";
import { Enemy } from "../Unit/Enemy/Enemy";
import { EnemyManager } from "../Unit/Enemy/EnemyManager";
import { Player } from "../Unit/Player/Player";
import { Item } from "./Item";
import { ItemSpawner } from "./ItemSpawner";
import { ItemType } from "./ItemType";
import { PickupEffectManager } from "./PickupEffect/PickupEffectManager";
const { ccclass, property } = _decorator;
@ccclass("ItemManager")
export class ItemManager extends Component {
@property(ItemSpawner) private xpSpawner: ItemSpawner;
@property(ItemSpawner) private goldSpawner: ItemSpawner;
@property(ItemSpawner) private healthPotionSpawner: ItemSpawner;
@property(ItemSpawner) private magnetSpawner: ItemSpawner;
@property(ItemSpawner) private chestSpawner: ItemSpawner;
@property(PickupEffectManager) private pickupEffectManager: PickupEffectManager;
private player: Player;
private gameResult: GameResult;
private modalLauncher: GameModalLauncher;
private healthPerPotion: number;
private pickupEvent = new Signal<ItemType>();
private itemTypeToAction = new Map<ItemType, () => void>();
public init(enemyManager: EnemyManager, player: Player, gameResult: GameResult, modalLauncher: GameModalLauncher, settings: ItemSettings): void {
this.player = player;
this.gameResult = gameResult;
this.modalLauncher = modalLauncher;
this.healthPerPotion = settings.healthPerPotion;
enemyManager.EnemyAddedEvent.on(this.addEnemyListeners, this);
enemyManager.EnemyRemovedEvent.on(this.removeEnemyListeners, this);
this.xpSpawner.init();
this.goldSpawner.init();
this.healthPotionSpawner.init();
this.magnetSpawner.init();
this.chestSpawner.init();
this.pickupEffectManager.init();
this.itemTypeToAction.set(ItemType.XP, this.addXP.bind(this));
this.itemTypeToAction.set(ItemType.Gold, this.addGold.bind(this));
this.itemTypeToAction.set(ItemType.HealthPotion, this.useHealthPotion.bind(this));
this.itemTypeToAction.set(ItemType.Magnet, this.activateMagnet.bind(this));
this.itemTypeToAction.set(ItemType.Chest, this.openChest.bind(this));
}
public get PickupEvent(): ISignal<ItemType> {
return this.pickupEvent;
}
public pickupItem(item: Item): void {
if (!this.itemTypeToAction.has(item.ItemType)) throw new Error("Does not have behaviour set for " + item.ItemType);
this.pickupEffectManager.showEffect(item.node.worldPosition);
this.itemTypeToAction.get(item.ItemType)();
this.pickupEvent.trigger(item.ItemType);
item.pickup();
}
private addXP(): void {
this.player.Level.addXp(1);
}
private addGold(): void {
this.gameResult.goldCoins++;
}
private useHealthPotion(): void {
this.player.Health.heal(this.healthPerPotion);
}
private activateMagnet(): void {
this.player.Magnet.activate();
}
private openChest(): void {
this.modalLauncher.showChestModal();
}
private addEnemyListeners(enemy: Enemy): void {
enemy.DeathEvent.on(this.trySpawnItems, this);
}
private removeEnemyListeners(enemy: Enemy): void {
enemy.DeathEvent.off(this.trySpawnItems);
}
private trySpawnItems(enemy: Enemy): void {
this.trySpawnXP(enemy);
this.trySpawnGold(enemy);
ItemManager.trySpawnOnce(enemy.HealthPotionRewardChance, this.healthPotionSpawner, this.getRandomPosition(enemy));
ItemManager.trySpawnOnce(enemy.MagnetRewardChance, this.magnetSpawner, this.getRandomPosition(enemy));
ItemManager.trySpawnOnce(enemy.ChestRewardChance, this.chestSpawner, this.getRandomPosition(enemy));
}
private trySpawnXP(enemy: Enemy): void {
for (let index = 0; index < enemy.XPReward; index++) {
this.xpSpawner.spawn(this.getRandomPosition(enemy));
}
}
private trySpawnGold(enemy: Enemy): void {
if (enemy.GoldReward <= 0) return;
if (enemy.GoldReward < 1) {
if (random() < enemy.GoldReward) {
this.goldSpawner.spawn(enemy.node.worldPosition);
}
} else {
for (let i = 0; i < enemy.GoldReward; i++) {
this.goldSpawner.spawn(this.getRandomPosition(enemy));
}
}
}
private static trySpawnOnce(chance: number, itemSpawner: ItemSpawner, worldPosition: Vec3): void {
if (random() < chance) {
itemSpawner.spawn(worldPosition);
}
}
private getRandomPosition(enemy: Enemy): Vec3 {
const position: Vec3 = enemy.node.worldPosition;
position.x += randomRange(-15, 15);
position.y += randomRange(-15, 15);
return position;
}
}