580 lines
18 KiB
GDScript
580 lines
18 KiB
GDScript
extends Panel
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# 可用的宠物场景字典(直接使用现有场景文件)
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var available_pets: Dictionary = {
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"小绿": preload("res://Scene/Pet/SmallGreen.tscn"),
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"小蓝": preload("res://Scene/Pet/SmallBlue.tscn"),
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"小黄": preload("res://Scene/Pet/SmallYellow.tscn"),
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"小橙": preload("res://Scene/Pet/SmallOrange.tscn"),
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"小粉": preload("res://Scene/Pet/SmallPink.tscn"),
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"红史莱姆": preload("res://Scene/Pet/RedSlime.tscn"),
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"绿史莱姆": preload("res://Scene/Pet/GreenSlime.tscn"),
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"小骑士": preload("res://Scene/Pet/LittleKnight.tscn"),
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"大甲虫": preload("res://Scene/Pet/BigBeetle.tscn"),
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"小甲虫": preload("res://Scene/Pet/SmallBeetle.tscn"),
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"飞鸟": preload("res://Scene/Pet/FlyingBird.tscn"),
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"小钻头": preload("res://Scene/Pet/SmallDrillBit.tscn")
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}
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# 宠物配置数据
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var pet_configs: Dictionary = {}
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@onready var battle_end_panel: Panel = $BattleEndPanel #战斗结算面板
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@onready var contents: Label = $BattleEndPanel/Contents #结算内容
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@onready var return_farm_button: Button = $BattleEndPanel/ReturnFarmButton #返回农场按钮 暂时设定为隐藏战斗面板
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@onready var pet_battle_details_panel: Panel = $PetBattleDetailsPanel #宠物对战细节面板
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@onready var battle_details: RichTextLabel = $PetBattleDetailsPanel/BattleDetails #宠物对战细节
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@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
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# 对战区域边界
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var battle_area_min: Vector2 = Vector2(50, 50)
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var battle_area_max: Vector2 = Vector2(1350, 670)
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# 队伍宠物列表
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var team1_pets: Array[CharacterBody2D] = []
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var team2_pets: Array[CharacterBody2D] = []
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# 对战状态
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var battle_started: bool = false
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var battle_ended: bool = false
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var winner_team: String = ""
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var auto_battle_enabled: bool = true # 是否启用自动对战
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var is_steal_battle: bool = false # 是否为偷菜对战
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var steal_battle_cost: int = 1300 # 偷菜对战失败的惩罚金币
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var battle_start_time: float = 0.0 # 战斗开始时间
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# 偷菜对战相关数据
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var current_battle_pet_id: String = "" # 当前出战宠物ID
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var current_attacker_name: String = "" # 当前进攻者用户名
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# 队伍节点引用
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@onready var team1_node: Node = $team1
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@onready var team2_node: Node = $team2
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@onready var neutral_node: Node = $neutral
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func _ready():
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visibility_changed.connect(_on_visibility_changed)
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load_pet_configs()
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# 连接返回农场按钮
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if return_farm_button:
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return_farm_button.pressed.connect(_on_return_farm_pressed)
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# 初始隐藏结算面板和细节面板
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if battle_end_panel:
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battle_end_panel.visible = false
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if pet_battle_details_panel:
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pet_battle_details_panel.visible = false
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# 加载宠物配置
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func load_pet_configs():
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var file = FileAccess.open("res://Data/pet_data.json", FileAccess.READ)
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if file == null:
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return
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var json_string = file.get_as_text()
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file.close()
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var json = JSON.new()
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var parse_result = json.parse(json_string)
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if parse_result != OK:
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return
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pet_configs = json.data
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# 添加对战细节到细节面板
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func add_battle_detail(text: String, color: Color = Color.WHITE):
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if not battle_details:
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return
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# 安全获取当前时间
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var time_parts = Time.get_datetime_string_from_system().split(" ")
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var current_time = ""
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if time_parts.size() >= 2:
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current_time = time_parts[1] # 获取时间部分
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else:
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# 如果格式不对,使用简单的时间格式
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var time_dict = Time.get_datetime_dict_from_system()
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current_time = str(time_dict.hour).pad_zeros(2) + ":" + str(time_dict.minute).pad_zeros(2) + ":" + str(time_dict.second).pad_zeros(2)
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var detail_text = "[color=#" + color.to_html() + "]" + current_time + " " + text + "[/color]\n"
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battle_details.text += detail_text
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# 自动滚动到底部
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await get_tree().process_frame
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if battle_details.get_v_scroll_bar():
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battle_details.get_v_scroll_bar().value = battle_details.get_v_scroll_bar().max_value
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# 清空对战细节
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func clear_battle_details():
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if battle_details:
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battle_details.text = ""
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# 战斗结束检查计时器
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var battle_check_timer: float = 0.0
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var battle_check_interval: float = 0.5 # 每0.5秒检查一次,减少性能开销
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func _process(delta):
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# 只有启用自动对战时才检查战斗结束,并使用计时器减少检查频率
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if auto_battle_enabled and battle_started and not battle_ended:
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battle_check_timer += delta
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if battle_check_timer >= battle_check_interval:
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battle_check_timer = 0.0
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check_battle_end()
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# 获取队伍节点 - 供宠物调用
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func get_team_node(team_name: String) -> Node:
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match team_name:
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"team1":
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return team1_node
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"team2":
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return team2_node
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"neutral":
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return neutral_node
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_:
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return null
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# 开始战斗
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func start_battle():
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if battle_started:
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return
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battle_started = true
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battle_ended = false
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battle_start_time = Time.get_ticks_msec() / 1000.0 # 记录战斗开始时间
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# 显示细节面板并初始化内容
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if pet_battle_details_panel:
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pet_battle_details_panel.visible = true
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add_battle_detail("⚔️ 战斗开始!", Color.YELLOW)
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# 显示双方宠物信息
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var all_pets = get_tree().get_nodes_in_group("pets")
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for pet in all_pets:
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if pet.pet_team == "team1":
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add_battle_detail("🔵 " + pet.pet_name + " 参战!", Color.CYAN)
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elif pet.pet_team == "team2":
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add_battle_detail("🟠 " + pet.pet_name + " 参战!", Color.ORANGE)
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# 检查战斗是否结束
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func check_battle_end():
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if battle_ended or not battle_started:
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return
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# 等待战斗真正开始后再检查(避免立即结束)
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if Time.get_ticks_msec() / 1000.0 - battle_start_time < 2.0:
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return
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var team1_alive = 0
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var team2_alive = 0
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# 统计存活宠物数量 - 只检查当前对战面板下的宠物
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for pet in team1_pets:
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if is_instance_valid(pet) and pet.is_alive:
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team1_alive += 1
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for pet in team2_pets:
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if is_instance_valid(pet) and pet.is_alive:
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team2_alive += 1
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# 判断胜负
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if team1_alive == 0 and team2_alive == 0:
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end_battle("draw")
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elif team1_alive == 0:
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end_battle("team2")
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elif team2_alive == 0:
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end_battle("team1")
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# 结束战斗
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func end_battle(winner: String):
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if battle_ended:
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return
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battle_ended = true
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winner_team = winner
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# 添加战斗结束细节
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var end_message = ""
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var end_color = Color.WHITE
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match winner:
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"team1":
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end_message = "🏆 我方获胜!"
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end_color = Color.GREEN
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"team2":
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end_message = "🏆 敌方获胜!"
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end_color = Color.RED
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"draw":
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end_message = "🤝 平局!双方同归于尽"
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end_color = Color.GRAY
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add_battle_detail(end_message, end_color)
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# 显示战斗结算面板
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show_battle_end_panel(winner)
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# 处理偷菜对战结果
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if is_steal_battle:
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await get_tree().create_timer(2.0).timeout
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handle_steal_battle_result(winner)
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# 显示战斗结算面板
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func show_battle_end_panel(winner: String):
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var result_text = ""
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# 统计存活宠物和详细信息 - 从宠物组中获取
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var all_pets = get_tree().get_nodes_in_group("pets")
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for pet in all_pets:
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if not is_instance_valid(pet):
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continue
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# 构建结算文本
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result_text += "=== 战斗结算 ===\n\n"
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match winner:
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"team1":
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result_text += "🏆 我方获胜!\n\n"
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"team2":
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result_text += "🏆 敌方获胜!\n\n"
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"draw":
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result_text += "🤝 平局!双方同归于尽\n\n"
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# 给所有参与对战的宠物奖励经验和亲密度
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for pet in all_pets:
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if is_instance_valid(pet):
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# 所有宠物获得参与对战奖励
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pet.gain_experience(30.0) # 参与对战随机获得30-100经验
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pet.gain_intimacy(15.0) # 参与对战随机获得1-12亲密度
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contents.text = result_text
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battle_end_panel.visible = true
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# 设置偷菜对战
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func setup_steal_battle(battle_pet_data: Dictionary, patrol_pet_data: Dictionary, attacker_name: String, defender_name: String):
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# 停止当前对战
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stop_auto_battle()
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# 清理现有宠物
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clear_all_pets()
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# 设置为偷菜对战模式
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is_steal_battle = true
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steal_battle_cost = 1300
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# 记录对战信息
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current_attacker_name = attacker_name
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current_battle_pet_id = battle_pet_data.get("基本信息", {}).get("宠物ID", "")
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# 根据宠物数据创建对战宠物
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var battle_pet = create_pet_from_data(battle_pet_data, team1_node, Vector2(200, 300))
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var patrol_pet = create_pet_from_data(patrol_pet_data, team2_node, Vector2(1000, 300))
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if battle_pet and patrol_pet:
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# 设置宠物名称标识
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var battle_original_name = battle_pet_data.get("基本信息", {}).get("宠物名称", "未知宠物")
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var patrol_original_name = patrol_pet_data.get("基本信息", {}).get("宠物名称", "未知宠物")
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battle_pet.pet_name = "[出战] " + battle_original_name
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patrol_pet.pet_name = "[巡逻] " + patrol_original_name
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# 确保宠物正确设置类型并加载配置
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var battle_pet_type = battle_pet_data.get("基本信息", {}).get("宠物类型", "")
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var patrol_pet_type = patrol_pet_data.get("基本信息", {}).get("宠物类型", "")
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if battle_pet_type != "":
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battle_pet.set_pet_type_and_load_config(battle_pet_type)
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if patrol_pet_type != "":
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patrol_pet.set_pet_type_and_load_config(patrol_pet_type)
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# 重新应用宠物数据(覆盖JSON配置)
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apply_pet_data_to_instance(battle_pet, battle_pet_data)
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apply_pet_data_to_instance(patrol_pet, patrol_pet_data)
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# 强制设置正确的队伍信息(在数据应用之后)
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battle_pet.pet_team = "team1"
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patrol_pet.pet_team = "team2"
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# 设置碰撞层
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battle_pet.setup_collision_layers()
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patrol_pet.setup_collision_layers()
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# 启用战斗模式
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battle_pet.set_combat_enabled(true)
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patrol_pet.set_combat_enabled(true)
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# 添加到队伍数组
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team1_pets.clear()
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team2_pets.clear()
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team1_pets.append(battle_pet)
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team2_pets.append(patrol_pet)
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# 添加到宠物组
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battle_pet.add_to_group("pets")
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battle_pet.add_to_group("team1")
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patrol_pet.add_to_group("pets")
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patrol_pet.add_to_group("team2")
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# 重置对战状态
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auto_battle_enabled = true
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battle_started = false
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battle_ended = false
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# 延迟启动战斗
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await get_tree().create_timer(1.0).timeout
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start_battle()
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# 根据宠物数据创建宠物实例
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func create_pet_from_data(pet_data: Dictionary, team_node: Node, spawn_pos: Vector2) -> CharacterBody2D:
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var pet_type = pet_data.get("基本信息", {}).get("宠物类型", "")
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var scene_path = pet_data.get("场景路径", "")
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# 优先使用场景路径
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var pet_scene = null
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if scene_path != "" and ResourceLoader.exists(scene_path):
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pet_scene = load(scene_path)
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elif available_pets.has(pet_type):
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pet_scene = available_pets[pet_type]
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else:
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return null
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var pet_instance = pet_scene.instantiate()
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team_node.add_child(pet_instance)
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# 应用宠物数据
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apply_pet_data_to_instance(pet_instance, pet_data)
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# 设置位置
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pet_instance.global_position = spawn_pos
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return pet_instance
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# 应用宠物数据到实例
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func apply_pet_data_to_instance(pet_instance: CharacterBody2D, pet_data: Dictionary):
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var basic_info = pet_data.get("基本信息", {})
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var level_exp = pet_data.get("等级经验", {})
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var health_defense = pet_data.get("生命与防御", {})
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# 应用基本信息
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pet_instance.pet_owner = basic_info.get("宠物主人", "未知主人")
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pet_instance.pet_name = basic_info.get("宠物名称", basic_info.get("宠物类型", "未知宠物"))
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pet_instance.pet_id = basic_info.get("宠物ID", "")
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pet_instance.pet_type = basic_info.get("宠物类型", "")
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pet_instance.pet_birthday = basic_info.get("生日", "")
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pet_instance.pet_personality = basic_info.get("性格", "活泼")
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# 应用等级经验
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pet_instance.pet_level = level_exp.get("宠物等级", 1)
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pet_instance.pet_experience = level_exp.get("当前经验", 0.0)
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pet_instance.max_experience = level_exp.get("最大经验", 100.0)
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pet_instance.pet_intimacy = level_exp.get("亲密度", 0.0)
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# 应用生命防御属性
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pet_instance.max_health = health_defense.get("最大生命值", 100.0)
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pet_instance.current_health = health_defense.get("当前生命值", pet_instance.max_health)
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pet_instance.max_shield = health_defense.get("最大护盾值", 0.0)
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pet_instance.current_shield = health_defense.get("当前护盾值", 0.0)
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pet_instance.max_armor = health_defense.get("最大护甲值", 0.0)
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pet_instance.current_armor = health_defense.get("当前护甲值", 0.0)
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# 启用战斗模式
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if pet_instance.has_method("set_combat_enabled"):
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pet_instance.set_combat_enabled(true)
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# 更新UI显示
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if pet_instance.has_method("update_ui"):
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pet_instance.update_ui()
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# 清理所有宠物
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func clear_all_pets():
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# 清空对战细节
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clear_battle_details()
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# 批量处理宠物清理,提高性能
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var nodes_to_clear = [team1_node, team2_node, neutral_node]
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for node in nodes_to_clear:
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if not is_instance_valid(node):
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continue
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# 先移除组标签,再清理节点
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for child in node.get_children():
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if is_instance_valid(child):
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# 停止宠物的所有行为,防止在清理过程中继续执行逻辑
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if child.has_method("set_combat_enabled"):
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child.set_combat_enabled(false)
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# 移除所有组标签
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child.remove_from_group("pets")
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child.remove_from_group("team1")
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child.remove_from_group("team2")
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child.remove_from_group("neutral")
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child.remove_from_group("aid_minions")
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# 立即销毁,避免延迟
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node.remove_child(child)
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child.queue_free()
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# 清空队伍数组
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team1_pets.clear()
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team2_pets.clear()
|
||
|
||
# 清理所有子弹和援助宠物
|
||
var groups_to_clear = ["projectiles", "aid_minions"]
|
||
for group_name in groups_to_clear:
|
||
var group_nodes = get_tree().get_nodes_in_group(group_name)
|
||
for node in group_nodes:
|
||
if is_instance_valid(node):
|
||
node.remove_from_group(group_name)
|
||
node.queue_free()
|
||
|
||
# 等待一帧确保清理完成
|
||
await get_tree().process_frame
|
||
|
||
# 处理偷菜对战结果
|
||
func handle_steal_battle_result(winner: String):
|
||
var main_game = get_node("/root/main")
|
||
if not main_game:
|
||
return
|
||
|
||
# 计算出战宠物获得的经验和亲密度
|
||
var exp_gained = 30.0 # 基础参与经验
|
||
var intimacy_gained = 15.0 # 基础参与亲密度
|
||
|
||
# 获取出战宠物的当前状态
|
||
var battle_pet = null
|
||
for pet in team1_pets:
|
||
if is_instance_valid(pet):
|
||
battle_pet = pet
|
||
break
|
||
|
||
if not battle_pet:
|
||
return
|
||
|
||
if winner == "team1": # 出战宠物获胜
|
||
exp_gained += 50.0 # 胜利额外经验
|
||
intimacy_gained += 25.0 # 胜利额外亲密度
|
||
Toast.show("对战胜利!可以继续偷菜", Color.GREEN, 3.0)
|
||
else: # 巡逻宠物获胜或平局
|
||
exp_gained += 10.0 # 失败安慰经验
|
||
intimacy_gained += 5.0 # 失败安慰亲密度
|
||
|
||
# 扣除惩罚金币
|
||
if main_game.money >= steal_battle_cost:
|
||
main_game.money -= steal_battle_cost
|
||
main_game._update_ui()
|
||
Toast.show("对战失败!支付了 " + str(steal_battle_cost) + " 金币", Color.RED, 3.0)
|
||
else:
|
||
Toast.show("对战失败!但金币不足支付惩罚", Color.RED, 3.0)
|
||
|
||
# 更新宠物数据到服务器
|
||
update_battle_pet_data(current_battle_pet_id, current_attacker_name, exp_gained, intimacy_gained, battle_pet)
|
||
|
||
# 重置偷菜对战状态
|
||
is_steal_battle = false
|
||
current_battle_pet_id = ""
|
||
current_attacker_name = ""
|
||
|
||
# 返回农场按钮点击事件
|
||
func _on_return_farm_pressed():
|
||
# 隐藏结算面板和细节面板
|
||
if battle_end_panel:
|
||
battle_end_panel.visible = false
|
||
if pet_battle_details_panel:
|
||
pet_battle_details_panel.visible = false
|
||
|
||
# 完全清理所有宠物和数据
|
||
clear_all_pets()
|
||
|
||
# 等待一帧确保清理完成
|
||
await get_tree().process_frame
|
||
|
||
# 重置对战状态
|
||
battle_started = false
|
||
battle_ended = false
|
||
is_steal_battle = false
|
||
auto_battle_enabled = true
|
||
winner_team = ""
|
||
|
||
# 重新启用相机缩放
|
||
GlobalVariables.isZoomDisabled = false
|
||
|
||
# 隐藏面板
|
||
self.hide()
|
||
|
||
# 更新出战宠物数据到服务器
|
||
func update_battle_pet_data(pet_id: String, attacker_name: String, exp_gained: float, intimacy_gained: float, battle_pet: CharacterBody2D):
|
||
if pet_id == "" or attacker_name == "":
|
||
return
|
||
|
||
# 计算新的经验和亲密度
|
||
var current_exp = battle_pet.pet_experience + exp_gained
|
||
var current_intimacy = battle_pet.pet_intimacy + intimacy_gained
|
||
var current_level = battle_pet.pet_level
|
||
var max_exp = battle_pet.max_experience
|
||
|
||
# 检查升级
|
||
var level_ups = 0
|
||
while current_exp >= max_exp and current_level < 50:
|
||
current_exp -= max_exp
|
||
current_level += 1
|
||
level_ups += 1
|
||
# 重新计算升级经验需求(指数增长)
|
||
max_exp = 100.0 * pow(1.2, current_level - 1)
|
||
|
||
# 计算升级后的属性加成
|
||
var level_bonus_multiplier = pow(1.1, level_ups) # 每级10%属性加成
|
||
|
||
# 准备发送给服务器的数据
|
||
var update_data = {
|
||
"type": "update_battle_pet_data",
|
||
"pet_id": pet_id,
|
||
"attacker_name": attacker_name,
|
||
"exp_gained": exp_gained,
|
||
"intimacy_gained": intimacy_gained,
|
||
"new_level": current_level,
|
||
"new_experience": current_exp,
|
||
"new_max_experience": max_exp,
|
||
"new_intimacy": current_intimacy,
|
||
"level_ups": level_ups,
|
||
"level_bonus_multiplier": level_bonus_multiplier,
|
||
"is_steal_battle": is_steal_battle,
|
||
"battle_winner": winner_team
|
||
}
|
||
|
||
# 发送数据到服务器
|
||
|
||
if tcp_network_manager_panel:
|
||
tcp_network_manager_panel.client.send_data(update_data)
|
||
if level_ups > 0:
|
||
add_battle_detail("🎉 " + battle_pet.pet_name + " 升级了 " + str(level_ups) + " 级!当前等级:" + str(current_level), Color.GOLD)
|
||
add_battle_detail("📈 " + battle_pet.pet_name + " 获得 " + str(int(exp_gained)) + " 经验," + str(int(intimacy_gained)) + " 亲密度", Color.GREEN)
|
||
|
||
# 停止自动对战逻辑
|
||
func stop_auto_battle():
|
||
auto_battle_enabled = false
|
||
battle_started = false
|
||
battle_ended = false
|
||
is_steal_battle = false # 重置偷菜对战状态
|
||
battle_start_time = 0.0 # 重置战斗开始时间
|
||
winner_team = ""
|
||
|
||
#面板显示与隐藏切换处理
|
||
func _on_visibility_changed():
|
||
if visible:
|
||
GlobalVariables.isZoomDisabled = true
|
||
pass
|
||
else:
|
||
GlobalVariables.isZoomDisabled = false
|
||
pass
|