Added Player Framework and some commands

This commit is contained in:
Vico 2026-04-06 13:47:06 +02:00
parent 22108bb58d
commit 2fca1281a7
19 changed files with 333 additions and 2 deletions

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// Item.cs
namespace TextRPG.PlayerSystem
{
public class Item
{
public string Name { get; set; }
public string Description { get; set; }
public int Value { get; set; } // e.g., healing power, sell price
public string Type { get; set; } // "consumable", "weapon", "key", etc.
public Item(string name, string description, int value = 0, string type = "misc")
{
Name = name;
Description = description;
Value = value;
Type = type;
}
// Example: use effect (could be expanded with a delegate or virtual method)
public virtual void Use(Player player)
{
if (Type == "consumable")
{
player.Heal(Value);
// In a full implementation, you would also remove the item after use
}
}
}
}

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uid://dvyff657dfv87

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// Player.cs - Complete working version
using Godot;
using System;
using System.Collections.Generic;
namespace TextRPG.PlayerSystem
{
public partial class Player : Node
{
// ---------- Singleton Pattern ----------
private static Player _instance;
public static Player Instance => _instance;
// ---------- Signals ----------
[Signal]
public delegate void HealthChangedEventHandler(int currentHealth, int maxHealth);
[Signal]
public delegate void PlayerDiedEventHandler();
[Signal]
public delegate void InventoryChangedEventHandler();
// ---------- Attributes ----------
public int MaxHealth { get; set; } = 100;
private int _currentHealth;
public int CurrentHealth
{
get => _currentHealth;
set
{
int newHealth = Math.Clamp(value, 0, MaxHealth);
if (_currentHealth != newHealth)
{
_currentHealth = newHealth;
EmitSignal(SignalName.HealthChanged, _currentHealth, MaxHealth);
if (_currentHealth <= 0)
EmitSignal(SignalName.PlayerDied);
}
}
}
public int Strength { get; set; } = 10;
public int Dexterity { get; set; } = 10;
public int Intelligence { get; set; } = 10;
// ---------- Inventory ----------
public List<Item> Inventory { get; private set; } = new List<Item>();
// ---------- Lifecycle ----------
public override void _EnterTree()
{
if (_instance != null)
{
GD.Print("Duplicate Player instance detected. Removing.");
QueueFree();
}
else
{
_instance = this;
GD.Print("Player singleton initialized.");
}
}
public override void _Ready()
{
_currentHealth = MaxHealth;
}
// ---------- Public Methods ----------
public void TakeDamage(int amount)
{
CurrentHealth -= amount;
}
public void Heal(int amount)
{
CurrentHealth += amount;
}
public void AddItem(Item item)
{
Inventory.Add(item);
EmitSignal(SignalName.InventoryChanged);
}
public bool RemoveItem(Item item)
{
bool removed = Inventory.Remove(item);
if (removed)
EmitSignal(SignalName.InventoryChanged);
return removed;
}
public bool HasItem(string itemName)
{
return Inventory.Exists(i => i.Name.Equals(itemName, StringComparison.OrdinalIgnoreCase));
}
public Item GetItem(string itemName)
{
return Inventory.Find(i => i.Name.Equals(itemName, StringComparison.OrdinalIgnoreCase));
}
public string GetStatusString()
{
return $"Health: {CurrentHealth}/{MaxHealth}\n" +
$"Strength: {Strength} Dexterity: {Dexterity} Intelligence: {Intelligence}\n" +
$"Inventory: {Inventory.Count} items";
}
public string GetInventoryString()
{
if (Inventory.Count == 0)
return "Your inventory is empty.";
var lines = new List<string> { "=== Inventory ===" };
foreach (var item in Inventory)
lines.Add($"- {item.Name}: {item.Description}");
return string.Join("\n", lines);
}
}
}

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uid://cx4q1u5whnn7m

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<Project Sdk="Godot.NET.Sdk/4.6.1">
<Project Sdk="Godot.NET.Sdk/4.6.2">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>

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TextRPG.csproj.old Normal file
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<Project Sdk="Godot.NET.Sdk/4.6.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
</Project>

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@ -15,6 +15,11 @@ namespace TextRPG.Commands
RegisterCommand(new HelpCommand());
RegisterCommand(new ClearCommand());
RegisterCommand(new TimeCommand());
RegisterCommand(new StatusCommand());
RegisterCommand(new InventoryCommand());
RegisterCommand(new TakeCommand());
RegisterCommand(new DropCommand());
RegisterCommand(new HealCommand());
}

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commands/DropCommand.cs Normal file
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// DropCommand.cs
using System;
using TextRPG.PlayerSystem;
namespace TextRPG.Commands
{
public class DropCommand : Command
{
public override string Name => "drop";
public override string Description => "Removes an item from your inventory.";
public override string Usage => "drop <item_name>";
public override void Execute(string[] args, Action<string> outputCallback)
{
if (args.Length == 0)
{
outputCallback($"Usage: {Usage}");
return;
}
string itemName = string.Join(" ", args);
var item = Player.Instance.GetItem(itemName);
if (item == null)
{
outputCallback($"You don't have '{itemName}'.");
return;
}
Player.Instance.RemoveItem(item);
outputCallback($"You dropped: {itemName}.");
}
}
}

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uid://bfa36j6ca7bj6

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commands/HealCommand.cs Normal file
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// HealCommand.cs
using System;
using TextRPG.PlayerSystem;
namespace TextRPG.Commands
{
public class HealCommand : Command
{
public override string Name => "heal";
public override string Description => "Heals the player by a given amount (max 50).";
public override string Usage => "heal <amount>";
public override void Execute(string[] args, Action<string> outputCallback)
{
if (args.Length == 0 || !int.TryParse(args[0], out int amount))
{
outputCallback($"Usage: {Usage}");
return;
}
amount = Math.Min(amount, 50);
Player.Instance.Heal(amount);
outputCallback($"You healed {amount} HP. Current health: {Player.Instance.CurrentHealth}/{Player.Instance.MaxHealth}");
}
}
}

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uid://crubvxtr4u1ya

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// InventoryCommand.cs
using System;
using TextRPG.PlayerSystem;
namespace TextRPG.Commands
{
public class InventoryCommand : Command
{
public override string Name => "inventory";
public override string Description => "Lists all items in your inventory.";
public override string Usage => "inventory";
public override void Execute(string[] args, Action<string> outputCallback)
{
outputCallback(Player.Instance.GetInventoryString());
}
}
}

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commands/StatusCommand.cs Normal file
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using System;
using TextRPG.PlayerSystem;
namespace TextRPG.Commands
{
public class StatusCommand : Command
{
public override string Name => "status";
public override string Description => "Shows player status (health, attributes, inventory count).";
public override string Usage => "status";
public override void Execute(string[] args, Action<string> outputCallback)
{
// Use the singleton instance directly
var player = Player.Instance;
if (player == null)
{
outputCallback("Player system not initialized.");
return;
}
outputCallback(player.GetStatusString());
}
}
}

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commands/TakeCommand.cs Normal file
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// TakeCommand.cs
using System;
using TextRPG.PlayerSystem;
namespace TextRPG.Commands
{
public class TakeCommand : Command
{
public override string Name => "take";
public override string Description => "Picks up an item from the current location.";
public override string Usage => "take <item_name>";
public override void Execute(string[] args, Action<string> outputCallback)
{
if (args.Length == 0)
{
outputCallback($"Usage: {Usage}");
return;
}
string itemName = string.Join(" ", args);
// For demo, create a predefined item. In a real game, you'd fetch from the current room/zone.
var item = new Item(itemName, "A mysterious object.", 10, "misc");
Player.Instance.AddItem(item);
outputCallback($"You picked up: {itemName}.");
}
}
}

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uid://b6trmclox3caa

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@ -15,6 +15,10 @@ run/main_scene="uid://cpbeaf3bpe42v"
config/features=PackedStringArray("4.6", "C#", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Player="*uid://cx4q1u5whnn7m"
[dotnet]
project/assembly_name="TextRPG"

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using Godot;
using System;
using System.Collections.Generic;
using TextRPG.Commands; // Add this to access ConsoleManager
using TextRPG.Commands;
using TextRPG.PlayerSystem;
public partial class ConsoleUI : CanvasLayer
{
private Player player;
// UI Elements
private RichTextLabel consoleOutput;
private LineEdit consoleInput;
@ -58,6 +62,31 @@ public partial class ConsoleUI : CanvasLayer
// Display welcome message
DisplayWelcomeMessage();
player = GetNode<Player>("/root/Player");
if (player != null)
{
player.HealthChanged += OnPlayerHealthChanged;
player.PlayerDied += OnPlayerDied;
player.InventoryChanged += OnInventoryChanged;
}
}
private void OnPlayerHealthChanged(int current, int max)
{
AddToConsole($"[color=orange]Health changed: {current}/{max}[/color]");
}
private void OnPlayerDied()
{
AddToConsole("[color=red]You have died... Game Over.[/color]");
// Optionally disable input or reload
}
private void OnInventoryChanged()
{
// Optional: show a subtle message or nothing you decide
// AddToConsole("[dim]Inventory updated.[/dim]");
}
private void SetupConsole()