Implement passive relics and six-family defense towers

This commit is contained in:
2026-09-23 18:11:38 +09:00
parent 5d11288a6f
commit c94cbda1e6
21 changed files with 2882 additions and 152 deletions
@@ -16,6 +16,14 @@ MonoBehaviour:
DirectTowerCost: 30
SummonTowerCost: 40
PortalRewardCurrency: 20
EnemyKillCurrency: 15
LightningTowerCost: 35
ColdTowerCost: 35
SeismicTowerCost: 35
EmpoweringTowerCost: 35
Tier2UpgradeCost: 20
Tier3UpgradeCost: 30
Tier4UpgradeCost: 40
BaseMaximumHealth: 12
PortalEnemyCount: 8
ArrivalBaseDamage: 1
@@ -34,6 +42,10 @@ MonoBehaviour:
BuildPadPositions:
- {x: -3.25, y: 3.25}
- {x: 3.25, y: -3.25}
- {x: -3.25, y: -3.25}
- {x: 3.25, y: 3.25}
- {x: 0, y: 3.25}
- {x: 0, y: -3.25}
WaypointPositions:
- {x: -3, y: 3.25}
- {x: 3, y: 3.25}
@@ -53,6 +65,22 @@ MonoBehaviour:
SummonAreaRadius: 2.25
SummonUnitMoveSpeed: 2.5
SummonAttackRange: 1.2
LightningDamage: 6
LightningInterval: 1.1
LightningRadius: 1.3
ColdDamage: 3
ColdInterval: 1.2
ColdSlowFraction: 0.35
ColdSlowSeconds: 1.5
SeismicDamage: 2
SeismicInterval: 2
SeismicStunSeconds: 0.45
SeismicRadius: 1.4
SupportRadius: 3.5
SupportDamageBonusPerTier: 0.1
SmotheringDamageBonus: 0.3
ImbuingAttackIntervalMultiplier: 0.75
TowerDamageBonusPerTier: 0.25
PlayerReviveDelaySeconds: 5
PlayerReviveInvulnerabilitySeconds: 1
RewardPickupRadius: 1.35
@@ -19,3 +19,55 @@ MonoBehaviour:
RuptureSeedChance: 0.25
RuptureExplosionMaxHealthFraction: 0.1
RuptureExplosionPlayerBodyDiameters: 3
WaveNailChance: 0.2
WaveNailDamageFraction: 0.6
WaveNailCooldownSeconds: 1.5
CapacitorRingChance: 0.2
CapacitorRingDamageFraction: 0.35
CapacitorRingCooldownSeconds: 1.5
CapacitorRingMaxTargets: 3
EmberWickChance: 0.25
EmberCarrierChance: 0.3
EmberCarrierCooldownSeconds: 0.5
EmberCarrierMaxTargets: 3
RiftWedgeRequiredHits: 3
RiftWedgeMaxHitGapSeconds: 4
ExecutionerSigilChance: 0.25
ExecutionerSigilHealthThreshold: 0.1
HunterFeatherChance: 0.2
HunterFeatherDurationSeconds: 4
HunterFeatherMoveSpeedIncrease: 0.2
BloodFangChance: 0.2
BloodFangHealMaxHealthFraction: 0.02
BloodFangCooldownSeconds: 1
RecoveryFunnelChance: 0.25
RecoveryFunnelGaugeFraction: 0.05
RecoveryFunnelCooldownSeconds: 1
TrophyMaskDurationSeconds: 8
TrophyMaskBumpDamageIncrease: 0.2
TrophyMaskMoveSpeedIncrease: 0.1
ResonantCrystalChance: 0.2
ResonantCrystalDelaySeconds: 0.5
ResonantCrystalDamageFraction: 0.5
ResonantCrystalCooldownSeconds: 6
BackflowHeartDamageThreshold: 0.25
BackflowHeartShieldFraction: 0.15
BackflowHeartShieldDurationSeconds: 4
BackflowHeartCooldownSeconds: 12
CounterBellChance: 0.2
CounterBellSlowFraction: 0.3
CounterBellSlowDurationSeconds: 2
CounterBellCooldownSeconds: 4
SprintWheelRequiredBodyDiameters: 8
SprintWheelShockwaveDamageFraction: 0.8
BattleBatonTowerDamageIncrease: 0.15
BattleBatonDurationSeconds: 3
BattleBatonCooldownSeconds: 6
BondLedgerBumpWindowSeconds: 3
BondLedgerChance: 0.25
BondLedgerCooldownSeconds: 1
BondLedgerCurrency: 1
PilgrimPouchChance: 0.05
PilgrimPouchHealMaxHealthFraction: 0.1
PilgrimPouchOrbLifetimeSeconds: 8
PilgrimPouchCooldownSeconds: 15
@@ -339,6 +339,18 @@ namespace BumpCombat.Combat
playerStats.CalculateDamage(rawDamage, damageTag),
side,
isOffsetHit);
finalDamage = PassiveRelicController.Instance?.ApplyTrophyBumpDamage(
finalDamage,
!isDash && string.IsNullOrEmpty(sourceId) && !artifactColor.HasValue)
?? finalDamage;
float baseBumpDamage = !isDash
&& string.IsNullOrEmpty(sourceId)
&& !artifactColor.HasValue
? finalDamage
: BumpCombatMath.ApplySideMultiplier(
playerStats.CalculateDamage(baseDamage, DamageTag.Collision),
side,
isOffsetHit);
finalDamage = PassiveRelicController.Instance?.ApplyOrdinaryBumpDamageMultiplier(
finalDamage,
!isDash && string.IsNullOrEmpty(sourceId),
@@ -494,7 +506,8 @@ namespace BumpCombat.Combat
playerHealth?.TryTakeDamage(
enemy.ContactDamage,
enemyToPlayer,
enemy.PlayerKnockbackDistance);
enemy.PlayerKnockbackDistance,
fromEnemyAttack: false);
}
else if (side != HitSide.Front
&& !enemy.IsCrowd
@@ -527,7 +540,8 @@ namespace BumpCombat.Combat
launchSucceeded,
artifactEffect.HasValue,
artifactEffect.GetValueOrDefault(),
artifactEffect.HasValue && isStrongDash));
artifactEffect.HasValue && isStrongDash,
baseBumpDamage));
return true;
}
@@ -24,13 +24,15 @@ namespace BumpCombat.Combat
bool launchSucceeded = false,
bool isArtifactHit = false,
ActiveArtifactEffect artifactEffect = ActiveArtifactEffect.Dash,
bool isChargedArtifact = false)
bool isChargedArtifact = false,
float baseBumpDamage = 0f)
{
Attacker = attacker;
Target = target;
IsDash = isDash;
Side = side;
Damage = damage;
BaseBumpDamage = baseBumpDamage;
KnockbackDirection = knockbackDirection;
KnockbackForce = knockbackForce;
HitPosition = hitPosition;
@@ -96,6 +98,7 @@ namespace BumpCombat.Combat
public bool IsOrdinaryBump => !IsDash && string.IsNullOrEmpty(SourceId);
public HitSide Side { get; }
public float Damage { get; }
public float BaseBumpDamage { get; }
public bool HasBackBonus => UsesPositionBonus && Side == HitSide.Back;
public bool IsOffsetHit { get; }
public bool HasPositionBonus =>
@@ -12,6 +12,14 @@ namespace BumpCombat.Constants
[Min(0)] public int DirectTowerCost = 30;
[Min(0)] public int SummonTowerCost = 40;
[Min(0)] public int PortalRewardCurrency = 20;
[Min(0)] public int EnemyKillCurrency = 15;
[Min(0)] public int LightningTowerCost = 35;
[Min(0)] public int ColdTowerCost = 35;
[Min(0)] public int SeismicTowerCost = 35;
[Min(0)] public int EmpoweringTowerCost = 35;
[Min(0)] public int Tier2UpgradeCost = 20;
[Min(0)] public int Tier3UpgradeCost = 30;
[Min(0)] public int Tier4UpgradeCost = 40;
[Min(0.1f)] public float BuildInteractionRadius = 1.5f;
[Header("Prototype arena")]
@@ -39,6 +47,10 @@ namespace BumpCombat.Constants
{
new(-3.25f, 3.25f),
new(3.25f, -3.25f),
new(-3.25f, -3.25f),
new(3.25f, 3.25f),
new(0f, 3.25f),
new(0f, -3.25f),
};
[Tooltip("Two ordered waypoints per lane, indexed by lane * 2 + waypoint.")]
public Vector2[] WaypointPositions =
@@ -65,6 +77,23 @@ namespace BumpCombat.Constants
[Min(0.1f)] public float SummonAreaRadius = 2.25f;
[Min(0.1f)] public float SummonUnitMoveSpeed = 2.5f;
[Min(0.1f)] public float SummonAttackRange = 1.2f;
[Header("Six tower family comparison values")]
[Min(0.1f)] public float LightningDamage = 6f;
[Min(0.05f)] public float LightningInterval = 1.1f;
[Min(0.1f)] public float LightningRadius = 1.3f;
[Min(0.1f)] public float ColdDamage = 3f;
[Min(0.05f)] public float ColdInterval = 1.2f;
[Min(0f)] public float ColdSlowFraction = 0.35f;
[Min(0f)] public float ColdSlowSeconds = 1.5f;
[Min(0.1f)] public float SeismicDamage = 2f;
[Min(0.05f)] public float SeismicInterval = 2f;
[Min(0f)] public float SeismicStunSeconds = 0.45f;
[Min(0.1f)] public float SeismicRadius = 1.4f;
[Min(0.1f)] public float SupportRadius = 3.5f;
[Min(0f)] public float SupportDamageBonusPerTier = 0.1f;
[Min(0f)] public float SmotheringDamageBonus = 0.3f;
[Range(0.1f, 1f)] public float ImbuingAttackIntervalMultiplier = 0.75f;
[Min(0f)] public float TowerDamageBonusPerTier = 0.25f;
[Header("Prototype player recovery")]
[Min(0f)] public float PlayerReviveDelaySeconds = 5f;
@@ -17,5 +17,91 @@ namespace BumpCombat.Constants
[Range(0f, 1f)] public float RuptureSeedChance = 0.25f;
[Range(0f, 1f)] public float RuptureExplosionMaxHealthFraction = 0.1f;
[Min(0f)] public float RuptureExplosionPlayerBodyDiameters = 3f;
[Header("Wave Nail")]
[Range(0f, 1f)] public float WaveNailChance = 0.2f;
[Range(0f, 1f)] public float WaveNailDamageFraction = 0.6f;
[Min(0f)] public float WaveNailCooldownSeconds = 1.5f;
[Header("Capacitor Ring")]
[Range(0f, 1f)] public float CapacitorRingChance = 0.2f;
[Range(0f, 1f)] public float CapacitorRingDamageFraction = 0.35f;
[Min(0f)] public float CapacitorRingCooldownSeconds = 1.5f;
[Min(0)] public int CapacitorRingMaxTargets = 3;
[Header("Ember Wick")]
[Range(0f, 1f)] public float EmberWickChance = 0.25f;
[Header("Ember Carrier")]
[Range(0f, 1f)] public float EmberCarrierChance = 0.3f;
[Min(0f)] public float EmberCarrierCooldownSeconds = 0.5f;
[Min(0)] public int EmberCarrierMaxTargets = 3;
[Header("Rift Wedge")]
[Min(1)] public int RiftWedgeRequiredHits = 3;
[Min(0f)] public float RiftWedgeMaxHitGapSeconds = 4f;
[Header("Executioner Sigil")]
[Range(0f, 1f)] public float ExecutionerSigilChance = 0.25f;
[Range(0f, 1f)] public float ExecutionerSigilHealthThreshold = 0.1f;
[Header("Hunter Feather")]
[Range(0f, 1f)] public float HunterFeatherChance = 0.2f;
[Min(0f)] public float HunterFeatherDurationSeconds = 4f;
[Range(0f, 1f)] public float HunterFeatherMoveSpeedIncrease = 0.2f;
[Header("Blood Fang")]
[Range(0f, 1f)] public float BloodFangChance = 0.2f;
[Range(0f, 1f)] public float BloodFangHealMaxHealthFraction = 0.02f;
[Min(0f)] public float BloodFangCooldownSeconds = 1f;
[Header("Recovery Funnel")]
[Range(0f, 1f)] public float RecoveryFunnelChance = 0.25f;
[Range(0f, 1f)] public float RecoveryFunnelGaugeFraction = 0.05f;
[Min(0f)] public float RecoveryFunnelCooldownSeconds = 1f;
[Header("Trophy Mask")]
[Min(0f)] public float TrophyMaskDurationSeconds = 8f;
[Range(0f, 1f)] public float TrophyMaskBumpDamageIncrease = 0.2f;
[Range(0f, 1f)] public float TrophyMaskMoveSpeedIncrease = 0.1f;
[Header("Resonant Crystal")]
[Range(0f, 1f)] public float ResonantCrystalChance = 0.2f;
[Min(0f)] public float ResonantCrystalDelaySeconds = 0.5f;
[Range(0f, 1f)] public float ResonantCrystalDamageFraction = 0.5f;
[Min(0f)] public float ResonantCrystalCooldownSeconds = 6f;
[Header("Backflow Heart")]
[Range(0f, 1f)] public float BackflowHeartDamageThreshold = 0.25f;
[Range(0f, 1f)] public float BackflowHeartShieldFraction = 0.15f;
[Min(0f)] public float BackflowHeartShieldDurationSeconds = 4f;
[Min(0f)] public float BackflowHeartCooldownSeconds = 12f;
[Header("Counter Bell")]
[Range(0f, 1f)] public float CounterBellChance = 0.2f;
[Range(0f, 1f)] public float CounterBellSlowFraction = 0.3f;
[Min(0f)] public float CounterBellSlowDurationSeconds = 2f;
[Min(0f)] public float CounterBellCooldownSeconds = 4f;
[Header("Sprint Wheel")]
[Min(0f)] public float SprintWheelRequiredBodyDiameters = 8f;
[Range(0f, 1f)] public float SprintWheelShockwaveDamageFraction = 0.8f;
[Header("Battle Baton")]
[Range(0f, 1f)] public float BattleBatonTowerDamageIncrease = 0.15f;
[Min(0f)] public float BattleBatonDurationSeconds = 3f;
[Min(0f)] public float BattleBatonCooldownSeconds = 6f;
[Header("Bond Ledger")]
[Min(0f)] public float BondLedgerBumpWindowSeconds = 3f;
[Range(0f, 1f)] public float BondLedgerChance = 0.25f;
[Min(0f)] public float BondLedgerCooldownSeconds = 1f;
[Min(0)] public int BondLedgerCurrency = 1;
[Header("Pilgrim Pouch")]
[Range(0f, 1f)] public float PilgrimPouchChance = 0.05f;
[Range(0f, 1f)] public float PilgrimPouchHealMaxHealthFraction = 0.1f;
[Min(0f)] public float PilgrimPouchOrbLifetimeSeconds = 8f;
[Min(0f)] public float PilgrimPouchCooldownSeconds = 15f;
}
}
@@ -16,12 +16,14 @@ namespace BumpCombat.Defense
public sealed class DefensePrototypeController : MonoBehaviour
{
private const int LaneCount = 2;
private const int BuildPadCount = 6;
private static Sprite whiteSprite;
private readonly Dictionary<EnemyController, DefenseRouteAgent> activeAgents = new();
private readonly DefenseTower[] towers = new DefenseTower[LaneCount];
private readonly bool[] padsBuilt = new bool[LaneCount];
private readonly DefenseTower[] towers = new DefenseTower[BuildPadCount];
private readonly Dictionary<DefenseTower, float> boostedTowers = new();
private readonly bool[] padsBuilt = new bool[BuildPadCount];
private readonly int[] suppliedPerLane = new int[LaneCount];
private readonly DefenseWaveLedger[] portalLedgers = new DefenseWaveLedger[LaneCount];
private readonly bool[] portalSupplyEnded = new bool[LaneCount];
@@ -200,16 +202,25 @@ namespace BumpCombat.Defense
if (Keyboard.current != null && CanOperateTowers)
{
if (Keyboard.current.digit1Key.wasPressedThisFrame
|| Keyboard.current.numpad1Key.wasPressedThisFrame)
{
Keyboard keys = Keyboard.current;
if (keys.digit1Key.wasPressedThisFrame || keys.numpad1Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Direct);
}
else if (Keyboard.current.digit2Key.wasPressedThisFrame
|| Keyboard.current.numpad2Key.wasPressedThisFrame)
{
else if (keys.digit2Key.wasPressedThisFrame || keys.numpad2Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Summon);
}
else if (keys.digit3Key.wasPressedThisFrame || keys.numpad3Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Lightning);
else if (keys.digit4Key.wasPressedThisFrame || keys.numpad4Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Cold);
else if (keys.digit5Key.wasPressedThisFrame || keys.numpad5Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Seismic);
else if (keys.digit6Key.wasPressedThisFrame || keys.numpad6Key.wasPressedThisFrame)
TryBuildNearestTower(DefenseTowerKind.Empowering);
else if (keys.uKey.wasPressedThisFrame)
TryUpgradeNearestTower(DefenseTowerBranch.None);
else if (keys.jKey.wasPressedThisFrame)
TryUpgradeNearestTower(DefenseTowerBranch.First);
else if (keys.kKey.wasPressedThisFrame)
TryUpgradeNearestTower(DefenseTowerBranch.Second);
}
}
@@ -241,6 +252,7 @@ namespace BumpCombat.Defense
failed = false;
playerDead = false;
constructionCurrency = tuning.InitialConstructionCurrency;
boostedTowers.Clear();
pendingPassiveRelicChoices = 0;
baseHealth = tuning.BaseMaximumHealth;
activeAgents.Clear();
@@ -253,8 +265,12 @@ namespace BumpCombat.Defense
portalRewardObjectCreated[lane] = false;
portalRewardObjects[lane] = null;
portalRewardLabels[lane] = null;
padsBuilt[lane] = false;
towers[lane] = null;
}
for (int pad = 0; pad < BuildPadCount; pad++)
{
padsBuilt[pad] = false;
towers[pad] = null;
}
nextSupplyLane = 0;
@@ -268,14 +284,15 @@ namespace BumpCombat.Defense
{
return TryBuildTowerAtPad(
padIndex,
padIndex == 0 ? DefenseTowerKind.Direct : DefenseTowerKind.Summon);
Tuning.GetBuildPadPosition(padIndex).y >= Tuning.ArenaCenter.y
? DefenseTowerKind.Summon : DefenseTowerKind.Direct);
}
public bool TryBuildTowerAtPad(int padIndex, DefenseTowerKind kind)
{
if (!CanOperateTowers
|| padIndex < 0
|| padIndex >= LaneCount
|| padIndex >= BuildPadCount
|| padsBuilt[padIndex]
|| playerController == null)
{
@@ -289,16 +306,17 @@ namespace BumpCombat.Defense
return false;
}
int cost = kind == DefenseTowerKind.Direct
? tuning.DirectTowerCost
: tuning.SummonTowerCost;
int cost = GetBuildCost(kind);
if (cost < 0)
{
return false;
}
if (constructionCurrency < cost)
{
return false;
}
GameObject towerObject = new(
kind == DefenseTowerKind.Direct ? "Direct Damage Tower" : "Summon Tower");
GameObject towerObject = new($"{kind} Tower");
towerObject.transform.SetParent(worldRoot.transform, false);
towerObject.transform.position = position;
DefenseTower tower = towerObject.AddComponent<DefenseTower>();
@@ -309,6 +327,95 @@ namespace BumpCombat.Defense
return true;
}
private int GetBuildCost(DefenseTowerKind kind)
{
return kind switch
{
DefenseTowerKind.Direct => tuning.DirectTowerCost,
DefenseTowerKind.Summon => tuning.SummonTowerCost,
DefenseTowerKind.Lightning => tuning.LightningTowerCost,
DefenseTowerKind.Cold => tuning.ColdTowerCost,
DefenseTowerKind.Seismic => tuning.SeismicTowerCost,
DefenseTowerKind.Empowering => tuning.EmpoweringTowerCost,
_ => -1,
};
}
public bool TryUpgradeTowerAtPad(int padIndex, DefenseTowerBranch branch)
{
if (!CanOperateTowers || playerController == null
|| padIndex < 0 || padIndex >= BuildPadCount
|| towers[padIndex] == null)
{
return false;
}
DefenseTower tower = towers[padIndex];
if (tower.Tier >= 4
|| (tower.Tier < 3 && branch != DefenseTowerBranch.None)
|| (tower.Tier == 3 && branch != DefenseTowerBranch.First
&& branch != DefenseTowerBranch.Second))
{
return false;
}
Vector2 position = tuning.GetBuildPadPosition(padIndex);
if (((Vector2)playerController.transform.position - position).sqrMagnitude
> tuning.BuildInteractionRadius * tuning.BuildInteractionRadius)
{
return false;
}
int cost = tower.Tier switch
{
1 => tuning.Tier2UpgradeCost,
2 => tuning.Tier3UpgradeCost,
_ => tuning.Tier4UpgradeCost,
};
if (constructionCurrency < cost || !tower.Upgrade(branch))
{
return false;
}
constructionCurrency -= cost;
return true;
}
private bool TryUpgradeNearestTower(DefenseTowerBranch branch)
{
DefenseTower nearest = GetNearestBuiltTower();
return nearest != null && TryUpgradeTowerAtPad(nearest.PadIndex, branch);
}
private DefenseTower GetNearestBuiltTower()
{
if (playerController == null)
{
return null;
}
DefenseTower nearest = null;
float nearestDistance = tuning.BuildInteractionRadius
* tuning.BuildInteractionRadius;
for (int pad = 0; pad < BuildPadCount; pad++)
{
if (towers[pad] == null)
{
continue;
}
float distance = ((Vector2)playerController.transform.position
- tuning.GetBuildPadPosition(pad)).sqrMagnitude;
if (distance <= nearestDistance)
{
nearestDistance = distance;
nearest = towers[pad];
}
}
return nearest;
}
private bool TryBuildNearestTower(DefenseTowerKind kind)
{
if (playerController == null)
@@ -318,7 +425,7 @@ namespace BumpCombat.Defense
int nearestPad = -1;
float nearestDistance = tuning.BuildInteractionRadius * tuning.BuildInteractionRadius;
for (int pad = 0; pad < LaneCount; pad++)
for (int pad = 0; pad < BuildPadCount; pad++)
{
if (padsBuilt[pad])
{
@@ -344,17 +451,14 @@ namespace BumpCombat.Defense
return false;
}
DefenseRouteAgent target = FindNearestTarget(
tower.transform.position,
tuning.TowerRange,
tower.Kind);
return tower.TryAttack(target);
return tower.TryPulse();
}
public DefenseRouteAgent FindNearestTarget(
Vector2 sourcePosition,
float range,
DefenseTowerKind sourceKind)
DefenseTowerKind sourceKind,
bool ignoreTowerImmunity = false)
{
DefenseRouteAgent nearest = null;
float nearestDistance = range * range;
@@ -364,9 +468,10 @@ namespace BumpCombat.Defense
|| agent.HasArrived
|| agent.Enemy == null
|| agent.Enemy.IsDead
|| DefensePrototypeRules.IsTowerImmune(
|| (!ignoreTowerImmunity
&& DefensePrototypeRules.IsTowerImmune(
sourceKind,
agent.ImmuneTowerKind))
agent.ImmuneTowerKind)))
{
continue;
}
@@ -382,6 +487,133 @@ namespace BumpCombat.Defense
return nearest;
}
public List<DefenseRouteAgent> GetTargetsInRange(Vector2 position, float radius)
{
List<DefenseRouteAgent> targets = new();
float radiusSquared = radius * radius;
foreach (DefenseRouteAgent agent in activeAgents.Values)
{
if (agent != null && !agent.HasArrived
&& agent.Enemy != null && !agent.Enemy.IsDead
&& ((Vector2)agent.transform.position - position).sqrMagnitude
<= radiusSquared)
{
targets.Add(agent);
}
}
targets.Sort((a, b) =>
((Vector2)a.transform.position - position).sqrMagnitude
.CompareTo(((Vector2)b.transform.position - position).sqrMagnitude));
return targets;
}
public float GetTowerAttackIntervalMultiplier(DefenseTower tower)
{
if (!CanOperateTowers || tower == null)
{
return 1f;
}
foreach (DefenseTower support in towers)
{
if (support != null && support != tower
&& support.IsOperational
&& support.Kind == DefenseTowerKind.Empowering
&& support.Tier == 4
&& support.Branch == DefenseTowerBranch.First
&& Vector2.Distance(support.transform.position,
tower.transform.position) <= tuning.SupportRadius)
{
float sightEfficiency = GetSupportSightEfficiency(support);
return 1f - (1f - tuning.ImbuingAttackIntervalMultiplier)
* sightEfficiency;
}
}
return 1f;
}
private float GetSupportSightEfficiency(DefenseTower support)
{
return playerHealth == null
? 0f
: DefensePrototypeRules.GetTowerEfficiency(
Vector2.Distance(playerHealth.transform.position,
support.transform.position),
tuning.PlayerSightRadius, 1f,
tuning.OutsideSightDamageEfficiency);
}
public bool TryApplyTowerSlow(
DefenseTower tower, DefenseRouteAgent target,
float duration, float fraction)
{
if (!CanOperateTowers || tower == null || target == null
|| target.HasArrived || target.Enemy == null || playerHealth == null)
{
return false;
}
float efficiency = DefensePrototypeRules.GetTowerEfficiency(
Vector2.Distance(playerHealth.transform.position, tower.transform.position),
tuning.PlayerSightRadius, 1f, tuning.OutsideSightDamageEfficiency);
return target.Enemy.ApplySlow(duration, fraction * efficiency);
}
public bool TryApplyTowerStun(
DefenseTower tower, DefenseRouteAgent target, float duration)
{
if (!CanOperateTowers || tower == null || target == null
|| target.HasArrived || target.Enemy == null || playerHealth == null)
{
return false;
}
float efficiency = DefensePrototypeRules.GetTowerEfficiency(
Vector2.Distance(playerHealth.transform.position, tower.transform.position),
tuning.PlayerSightRadius, 1f, tuning.OutsideSightDamageEfficiency);
return target.Enemy.ApplyStun(duration * efficiency);
}
public bool TryBoostVisibleTowers(float duration)
{
if (!CanOperateTowers || duration <= 0f || playerHealth == null)
{
return false;
}
bool applied = false;
foreach (DefenseTower tower in towers)
{
if (tower == null
|| !tower.IsOperational
|| !tower.IsDamaging
|| tower.Kind == DefenseTowerKind.Summon
|| Vector2.Distance(
playerHealth.transform.position,
tower.transform.position) > tuning.PlayerSightRadius)
{
continue;
}
boostedTowers[tower] = Time.time + duration;
applied = true;
}
return applied;
}
public bool TryAwardBondLedgerCurrency(int amount)
{
if (!active || failed || !PlayerIsAlive || amount <= 0)
{
return false;
}
constructionCurrency += amount;
return true;
}
public bool TryApplyTowerDamage(
DefenseTower tower,
DefenseRouteAgent target,
@@ -395,9 +627,44 @@ namespace BumpCombat.Defense
float distanceToPlayer = Vector2.Distance(
playerHealth.transform.position,
tower.transform.position);
float multiplier = 1f;
foreach (DefenseTower support in towers)
{
if (support == null || support == tower
|| support.Kind != DefenseTowerKind.Empowering
|| !support.IsOperational)
{
continue;
}
if (Vector2.Distance(support.transform.position,
tower.transform.position) <= tuning.SupportRadius)
{
multiplier = Mathf.Max(multiplier,
1f + tuning.SupportDamageBonusPerTier * support.Tier
* GetSupportSightEfficiency(support));
}
if (support.Tier == 4
&& support.Branch == DefenseTowerBranch.Second
&& Vector2.Distance(support.transform.position,
target.transform.position) <= tuning.SupportRadius)
{
multiplier *= 1f + tuning.SmotheringDamageBonus
* GetSupportSightEfficiency(support);
}
}
if (boostedTowers.TryGetValue(tower, out float buffUntil)
&& Time.time < buffUntil)
{
multiplier *= 1f + GameplayConstants.Current.PassiveRelics
.BattleBatonTowerDamageIncrease;
}
return target.TryTakeTowerDamage(
tower.Kind,
damage,
damage * multiplier,
distanceToPlayer,
tuning.PlayerSightRadius,
tuning.OutsideSightDamageEfficiency,
@@ -528,9 +795,12 @@ namespace BumpCombat.Defense
enemy.OnDied -= HandleEnemyDied;
activeAgents.Remove(enemy);
int lane = Mathf.Clamp(agent.Lane, 0, LaneCount - 1);
portalLedgers[lane]?.TryResolve(
if (portalLedgers[lane]?.TryResolve(
enemy.SpawnLifetimeIdentity,
DefenseEnemyResolution.Death);
DefenseEnemyResolution.Death) == true)
{
constructionCurrency += tuning.EnemyKillCurrency;
}
}
private void HandleEnemyArrived(DefenseRouteAgent agent)
@@ -700,7 +970,12 @@ namespace BumpCombat.Defense
new Vector2(0.85f, 1.25f),
new Color32(179, 84, 220, 255),
5);
CreateWorldLabel($"Portal {lane + 1} Label", portal + Vector2.right * 1.6f + Vector2.up * 0.9f, $"P{lane + 1} PORTAL\nIMMUNE {tuning.GetPortalImmuneTowerKind(lane).ToString().ToUpperInvariant()}");
DefenseTowerKind immune = tuning.GetPortalImmuneTowerKind(lane);
string immuneName = immune == DefenseTowerKind.Direct
? "FIRE" : immune.ToString().ToUpperInvariant();
CreateWorldLabel($"Portal {lane + 1} Label",
portal + Vector2.right * 1.6f + Vector2.up * 0.9f,
$"P{lane + 1} PORTAL\nIMMUNE {immuneName}");
if (lane == 0)
{
CreateShape(
@@ -713,7 +988,7 @@ namespace BumpCombat.Defense
}
}
for (int pad = 0; pad < LaneCount; pad++)
for (int pad = 0; pad < BuildPadCount; pad++)
{
Vector2 position = tuning.GetBuildPadPosition(pad);
CreateShape(
@@ -748,10 +1023,10 @@ namespace BumpCombat.Defense
rect.anchorMax = new Vector2(0f, 1f);
rect.pivot = new Vector2(0f, 1f);
rect.anchoredPosition = new Vector2(28f, -452f);
rect.sizeDelta = new Vector2(900f, 110f);
rect.sizeDelta = new Vector2(1200f, 165f);
hudText = hudObject.GetComponent<Text>();
hudText.font = BumpCombat.UI.PresentationUiStyle.GetFont();
hudText.fontSize = 24;
hudText.fontSize = 19;
hudText.color = new Color32(236, 240, 246, 255);
hudText.alignment = TextAnchor.UpperLeft;
hudText.horizontalOverflow = HorizontalWrapMode.Overflow;
@@ -767,11 +1042,22 @@ namespace BumpCombat.Defense
string status = playerDead
? $"PLAYER DOWN revive {Mathf.CeilToInt(reviveRemaining)}s"
: IsRewardVisible ? "REWARD READY move to portal" : $"1 DIRECT {tuning.DirectTowerCost} / 2 SUMMON {tuning.SummonTowerCost} near a pad";
: IsRewardVisible ? "REWARD READY move to portal"
: $"1 FIRE {tuning.DirectTowerCost} 2 SUMMON {tuning.SummonTowerCost} 3 LIGHTNING {tuning.LightningTowerCost}";
DefenseTower nearby = GetNearestBuiltTower();
string upgrade = nearby == null
? "Move near a built tower to upgrade"
: nearby.Tier == 4
? $"{nearby.Kind} final branch: {DefenseTower.GetBranchName(nearby.Kind, nearby.Branch)}"
: nearby.Tier == 3
? $"J {DefenseTower.GetBranchName(nearby.Kind, DefenseTowerBranch.First)} / K {DefenseTower.GetBranchName(nearby.Kind, DefenseTowerBranch.Second)} {tuning.Tier4UpgradeCost}"
: $"U TIER {nearby.Tier + 1} {(nearby.Tier == 1 ? tuning.Tier2UpgradeCost : tuning.Tier3UpgradeCost)}";
hudText.text =
$"DEFENSE TEST BASE {baseHealth}/{tuning.BaseMaximumHealth}\n"
+ $"BUILD {constructionCurrency} P1 WAIT {GetPortalRemainingSupply(0)} LIVE {CountActiveAgentsForLane(0)} P2 WAIT {GetPortalRemainingSupply(1)} LIVE {CountActiveAgentsForLane(1)}\n"
+ status;
+ status + "\n"
+ $"4 COLD {tuning.ColdTowerCost} 5 SEISMIC {tuning.SeismicTowerCost} 6 SUPPORT {tuning.EmpoweringTowerCost}\n"
+ upgrade;
}
private void CreateLaneLine(int lane, Vector2 from, Vector2 to)
@@ -4,8 +4,19 @@ namespace BumpCombat.Defense
{
public enum DefenseTowerKind
{
Direct,
Summon,
Direct = 0,
Summon = 1,
Lightning,
Cold,
Seismic,
Empowering,
}
public enum DefenseTowerBranch
{
None,
First,
Second,
}
public enum DefenseEnemyResolution
@@ -123,7 +123,7 @@ namespace BumpCombat.Defense
Vector2 next = Vector2.MoveTowards(
current,
target,
routeSpeed * Mathf.Max(0f, deltaTime));
routeSpeed * enemy.MovementSpeedMultiplier * Mathf.Max(0f, deltaTime));
if (!enemy.TryReposition(next))
{
return false;
@@ -5,11 +5,15 @@ namespace BumpCombat.Defense
[DisallowMultipleComponent]
public sealed class DefenseSummonUnit : MonoBehaviour
{
private static Sprite[] idleFrames;
private static Sprite[] attackFrames;
private DefenseTower owner;
private DefensePrototypeController controller;
private Vector2 anchorLocalPosition;
private SpriteRenderer spriteRenderer;
private float attackCooldown;
private float attackAnimationTime = -1f;
public void Configure(
DefenseTower tower,
@@ -20,18 +24,22 @@ namespace BumpCombat.Defense
controller = prototypeController;
anchorLocalPosition = localAnchor;
spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
Sprite[] frames = Resources.LoadAll<Sprite>("Tutorial/Swordsman_Idle");
if (frames != null && frames.Length > 0)
idleFrames ??= Resources.LoadAll<Sprite>("Tutorial/Swordsman_Idle");
attackFrames ??= Resources.LoadAll<Sprite>("Tutorial/Swordsman_BumpAttack-v1");
if (idleFrames.Length > 0)
{
spriteRenderer.sprite = frames[0];
spriteRenderer.sprite = idleFrames[0];
}
spriteRenderer.color = new Color32(255, 234, 137, 255);
spriteRenderer.sortingOrder = 11;
transform.localScale = new Vector3(0.9f, 0.9f, 1f);
float scale = owner.Tier == 4 && owner.Branch == DefenseTowerBranch.First
? 1.35f : 0.9f;
transform.localScale = new Vector3(scale, scale, 1f);
}
private void Update()
{
UpdateAttackSprite();
if (owner == null
|| !owner.isActiveAndEnabled
|| controller == null
@@ -41,11 +49,11 @@ namespace BumpCombat.Defense
}
attackCooldown = Mathf.Max(0f, attackCooldown - Time.deltaTime);
Vector2 anchor = owner.transform.TransformPoint(anchorLocalPosition);
DefenseRouteAgent target = controller.FindNearestTarget(
transform.position,
anchor,
controller.Tuning.SummonAreaRadius,
DefenseTowerKind.Summon);
Vector2 anchor = owner.transform.TransformPoint(anchorLocalPosition);
if (target == null)
{
transform.position = Vector2.MoveTowards(
@@ -56,24 +64,56 @@ namespace BumpCombat.Defense
}
Vector2 targetPosition = target.transform.position;
Vector2 fromAnchor = targetPosition - anchor;
if (fromAnchor.magnitude > controller.Tuning.SummonAreaRadius)
{
targetPosition = anchor + fromAnchor.normalized * controller.Tuning.SummonAreaRadius;
}
spriteRenderer.flipX = targetPosition.x < transform.position.x;
transform.position = Vector2.MoveTowards(
transform.position,
targetPosition,
controller.Tuning.SummonUnitMoveSpeed * Time.deltaTime);
float attackRange = controller.Tuning.SummonAttackRange
* (owner.Tier == 4 && owner.Branch == DefenseTowerBranch.Second ? 2.5f : 1f);
if (attackCooldown <= 0f
&& (target.transform.position - transform.position).sqrMagnitude <= controller.Tuning.SummonAttackRange * controller.Tuning.SummonAttackRange)
&& (targetPosition - (Vector2)transform.position).sqrMagnitude
<= attackRange * attackRange
&& owner.TryAttack(target))
{
if (owner.TryAttack(target))
PlayAttackSprite();
owner.ShowSummonAttackEffect(transform.position, targetPosition);
attackCooldown = controller.Tuning.SummonAttackInterval
/ (1f + 0.15f * (owner.Tier - 1))
* controller.GetTowerAttackIntervalMultiplier(owner);
}
}
private void PlayAttackSprite()
{
attackCooldown = controller.Tuning.SummonAttackInterval;
if (attackFrames.Length == 0)
{
return;
}
attackAnimationTime = 0f;
spriteRenderer.sprite = attackFrames[0];
}
private void UpdateAttackSprite()
{
if (attackAnimationTime < 0f || attackFrames == null
|| attackFrames.Length == 0)
{
return;
}
attackAnimationTime += Time.deltaTime;
int frame = Mathf.FloorToInt(attackAnimationTime * 12f);
if (frame >= attackFrames.Length)
{
attackAnimationTime = -1f;
if (idleFrames != null && idleFrames.Length > 0)
{
spriteRenderer.sprite = idleFrames[0];
}
return;
}
spriteRenderer.sprite = attackFrames[frame];
}
}
}
+459 -25
View File
@@ -10,12 +10,18 @@ namespace BumpCombat.Defense
private DefenseConstants tuning;
private float attackCooldown;
private TextMesh label;
private LineRenderer effectRange;
private static Material effectMaterial;
private int summonCount;
public DefenseTowerKind Kind { get; private set; }
public DefenseTowerBranch Branch { get; private set; }
public int Tier { get; private set; } = 1;
public int PadIndex { get; private set; }
public bool IsOperational => isActiveAndEnabled
&& owner != null
&& owner.CanOperateTowers;
public bool IsDamaging => Kind != DefenseTowerKind.Empowering;
public void Configure(
DefensePrototypeController controller,
@@ -27,26 +33,57 @@ namespace BumpCombat.Defense
Kind = kind;
PadIndex = padIndex;
tuning = constants;
Tier = 1;
Branch = DefenseTowerBranch.None;
CreateVisuals();
if (Kind == DefenseTowerKind.Summon)
{
for (int i = 0; i < tuning.SummonUnitCount; i++)
AddSummonUnits(tuning.SummonUnitCount);
}
}
public bool Upgrade(DefenseTowerBranch branch)
{
GameObject unitObject = new($"Summon Unit {i + 1}");
unitObject.transform.SetParent(transform, false);
unitObject.transform.localPosition = new Vector3(
(i - (tuning.SummonUnitCount - 1) * 0.5f) * 0.42f,
-0.5f,
0f);
DefenseSummonUnit unit = unitObject.AddComponent<DefenseSummonUnit>();
unit.Configure(this, controller, unitObject.transform.localPosition);
if (Tier >= 4 || (Tier < 3 && branch != DefenseTowerBranch.None)
|| (Tier == 3 && branch != DefenseTowerBranch.First
&& branch != DefenseTowerBranch.Second))
{
return false;
}
Tier++;
if (Tier == 4)
{
Branch = branch;
}
if (Kind == DefenseTowerKind.Summon)
{
if (Tier == 4 && Branch == DefenseTowerBranch.First)
{
foreach (DefenseSummonUnit unit in GetComponentsInChildren<DefenseSummonUnit>())
{
unit.enabled = false;
Destroy(unit.gameObject);
}
summonCount = 0;
AddSummonUnits(1);
}
else
{
AddSummonUnits(Tier == 4 ? 2 : 1);
}
}
UpdateLabel();
UpdateEffectRange();
return true;
}
private void Update()
{
if (!IsOperational || Kind != DefenseTowerKind.Direct)
if (!IsOperational || Kind == DefenseTowerKind.Summon
|| Kind == DefenseTowerKind.Empowering)
{
return;
}
@@ -57,12 +94,386 @@ namespace BumpCombat.Defense
return;
}
float interval = Kind == DefenseTowerKind.Direct
? tuning.DirectTowerAttackInterval
: tuning.SummonAttackInterval;
if (owner.TryAttackFromTower(this))
{
attackCooldown = Mathf.Max(0.05f, interval);
float interval = Kind switch
{
DefenseTowerKind.Direct => tuning.DirectTowerAttackInterval,
DefenseTowerKind.Lightning => tuning.LightningInterval,
DefenseTowerKind.Cold => tuning.ColdInterval,
_ => tuning.SeismicInterval,
};
if (Tier == 4 && Kind == DefenseTowerKind.Direct
&& Branch == DefenseTowerBranch.Second)
{
interval *= 0.4f;
}
attackCooldown = Mathf.Max(0.05f,
interval / (1f + 0.15f * (Tier - 1))
* owner.GetTowerAttackIntervalMultiplier(this));
}
}
public bool TryPulse()
{
if (!IsOperational || Kind == DefenseTowerKind.Empowering
|| Kind == DefenseTowerKind.Summon)
{
return false;
}
float range = GetEffectRange();
DefenseRouteAgent target = owner.FindNearestTarget(
transform.position, range, Kind,
Kind == DefenseTowerKind.Cold || Kind == DefenseTowerKind.Seismic);
if (target == null)
{
return false;
}
Vector2 center = target.transform.position;
float scale = 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
float impactRadius = 0f;
bool cone = false;
bool applied;
switch (Kind)
{
case DefenseTowerKind.Direct:
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
cone = true;
impactRadius = range;
applied = AttackCone(center - (Vector2)transform.position,
range, tuning.DirectTowerDamage * scale * 0.4f);
}
else if (Tier == 4)
{
impactRadius = 1.8f;
applied = AttackArea(center, impactRadius,
tuning.DirectTowerDamage * scale * 1.6f);
}
else
{
applied = owner.TryApplyTowerDamage(this, target,
tuning.DirectTowerDamage * scale);
}
break;
case DefenseTowerKind.Lightning:
impactRadius = Tier == 4
? (Branch == DefenseTowerBranch.First ? 3f : 2.4f)
: tuning.LightningRadius;
applied = AttackArea(center, impactRadius,
tuning.LightningDamage * scale
* (Tier == 4 && Branch == DefenseTowerBranch.Second ? 1.4f : 1f),
Tier == 4 && Branch == DefenseTowerBranch.First ? 3 : int.MaxValue);
break;
case DefenseTowerKind.Cold:
if (Tier == 4 && Branch == DefenseTowerBranch.Second)
{
impactRadius = 1.65f;
applied = AttackArea(center, impactRadius,
tuning.ColdDamage * scale * 0.5f,
int.MaxValue, tuning.ColdSlowSeconds * 1.5f,
tuning.ColdSlowFraction, 0.35f);
}
else
{
bool slowed = owner.TryApplyTowerSlow(this, target,
tuning.ColdSlowSeconds * (1f + 0.25f * (Tier - 1)),
tuning.ColdSlowFraction);
bool damaged = owner.TryApplyTowerDamage(this, target,
tuning.ColdDamage * scale * (Tier == 4 ? 1.8f : 1f));
if (Tier == 4)
{
owner.TryApplyTowerStun(this, target, 0.3f);
}
applied = slowed || damaged;
}
break;
case DefenseTowerKind.Seismic:
impactRadius = Tier == 4
? (Branch == DefenseTowerBranch.Second ? 2.2f : 1.8f)
: tuning.SeismicRadius;
applied = Tier == 4 && Branch == DefenseTowerBranch.Second
? AttackArea(center, impactRadius,
tuning.SeismicDamage * scale, int.MaxValue, 2f, 0.5f)
: AttackArea(center, impactRadius,
tuning.SeismicDamage * scale, int.MaxValue,
0f, 0f,
tuning.SeismicStunSeconds * (Tier == 4 ? 2f : 1f));
break;
default:
return false;
}
if (applied)
{
ShowAttackEffect(center, impactRadius, cone);
}
return applied;
}
private bool AttackCone(Vector2 direction, float range, float damage)
{
bool applied = false;
Vector2 facing = direction.normalized;
foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(
transform.position, range))
{
Vector2 toAgent = ((Vector2)agent.transform.position
- (Vector2)transform.position).normalized;
if (toAgent.sqrMagnitude < 0.000001f
|| Vector2.Dot(facing, toAgent) >= 0.5f)
{
applied |= owner.TryApplyTowerDamage(this, agent, damage);
}
}
return applied;
}
private bool AttackArea(
Vector2 center,
float radius,
float damage,
int maxTargets = int.MaxValue,
float slowSeconds = 0f,
float slowFraction = 0f,
float stunSeconds = 0f)
{
bool applied = false;
int count = 0;
foreach (DefenseRouteAgent agent in owner.GetTargetsInRange(center, radius))
{
if (count++ >= maxTargets)
{
break;
}
bool damaged = owner.TryApplyTowerDamage(this, agent, damage);
bool slowed = slowSeconds > 0f
&& owner.TryApplyTowerSlow(this, agent, slowSeconds, slowFraction);
bool stunned = stunSeconds > 0f
&& owner.TryApplyTowerStun(this, agent, stunSeconds);
applied |= damaged || slowed || stunned;
}
return applied;
}
public bool TryAttack(DefenseRouteAgent target)
{
if (target == null || owner == null || !IsOperational)
{
return false;
}
float damage = Kind == DefenseTowerKind.Summon
? tuning.SummonDamage : tuning.DirectTowerDamage;
damage *= 1f + tuning.TowerDamageBonusPerTier * (Tier - 1);
if (Tier == 4 && Kind == DefenseTowerKind.Summon
&& Branch == DefenseTowerBranch.First)
{
damage *= 1.8f;
}
bool hit = owner.TryApplyTowerDamage(this, target, damage);
if (hit && Tier == 4 && Kind == DefenseTowerKind.Summon
&& Branch == DefenseTowerBranch.First)
{
owner.TryApplyTowerStun(this, target, 0.3f);
}
return hit;
}
public void ShowSummonAttackEffect(Vector2 origin, Vector2 target)
{
if (IsOperational && Kind == DefenseTowerKind.Summon)
{
ShowAttackEffect(target, 0f, false, origin);
}
}
private float GetEffectRange()
{
if (Kind == DefenseTowerKind.Summon)
{
return tuning.SummonAreaRadius;
}
if (Kind == DefenseTowerKind.Empowering)
{
return tuning.SupportRadius;
}
return Kind == DefenseTowerKind.Direct && Tier == 4
&& Branch == DefenseTowerBranch.Second
? tuning.TowerRange * 0.5f : tuning.TowerRange;
}
private void CreateEffectRange()
{
GameObject rangeObject = new("Effect Range");
rangeObject.transform.SetParent(transform, false);
effectRange = rangeObject.AddComponent<LineRenderer>();
effectRange.useWorldSpace = false;
effectRange.loop = true;
effectRange.positionCount = 48;
effectRange.sharedMaterial = GetEffectMaterial();
effectRange.sortingOrder = 3;
Color color = GetComponent<SpriteRenderer>().color;
color.a = Kind == DefenseTowerKind.Empowering ? 0.35f : 0.22f;
effectRange.startColor = color;
effectRange.endColor = color;
UpdateEffectRange();
}
private void UpdateEffectRange()
{
if (effectRange == null)
{
return;
}
float worldScale = Mathf.Max(0.001f, transform.lossyScale.x);
float radius = GetEffectRange() / worldScale;
effectRange.startWidth = 0.055f / worldScale;
effectRange.endWidth = effectRange.startWidth;
for (int i = 0; i < effectRange.positionCount; i++)
{
float angle = i * Mathf.PI * 2f / effectRange.positionCount;
effectRange.SetPosition(i, new Vector3(
Mathf.Cos(angle) * radius,
Mathf.Sin(angle) * radius, 0f));
}
}
private void ShowAttackEffect(
Vector2 center, float radius, bool cone, Vector2? source = null)
{
Vector2 origin = source ?? (Vector2)transform.position;
GameObject effect = new($"{Kind} Attack Effect");
effect.transform.SetParent(transform.parent, false);
effect.transform.position = center;
Color color = GetComponent<SpriteRenderer>().color;
color.a = 0.9f;
Vector2 direction = center - origin;
if (Kind == DefenseTowerKind.Lightning && direction.sqrMagnitude > 0.001f)
{
LineRenderer bolt = CreateEffectLine(effect.transform, "Bolt", color, 0.13f);
bolt.positionCount = 5;
Vector2 side = new(-direction.y, direction.x);
side.Normalize();
for (int i = 0; i < 5; i++)
{
float fraction = i / 4f;
float offset = i == 1 ? 0.22f : i == 2 ? -0.16f
: i == 3 ? 0.18f : 0f;
bolt.SetPosition(i, origin - center
+ direction * fraction + side * offset);
}
}
else if (Kind != DefenseTowerKind.Seismic
&& direction.sqrMagnitude > 0.001f)
{
SpriteRenderer shot = CreateEffectSprite(
effect.transform, "Shot Sprite",
origin + direction * 0.5f,
new Vector2(direction.magnitude,
Kind == DefenseTowerKind.Direct ? 0.2f : 0.13f), color);
shot.transform.rotation = Quaternion.Euler(
0f, 0f, Mathf.Atan2(direction.y, direction.x)
* Mathf.Rad2Deg);
}
CreateEffectSprite(effect.transform, "Impact Sprite",
center, new Vector2(0.42f, 0.42f), color);
if (cone)
{
LineRenderer outline = CreateEffectLine(
effect.transform, "Cone Radius", color, 0.07f);
outline.positionCount = 3;
Vector2 forward = direction.normalized * radius;
outline.SetPosition(0, origin - center);
outline.SetPosition(1, origin - center
+ (Vector2)(Quaternion.Euler(0f, 0f, -60f) * forward));
outline.SetPosition(2, origin - center
+ (Vector2)(Quaternion.Euler(0f, 0f, 60f) * forward));
}
else if (radius > 0f)
{
LineRenderer area = CreateEffectLine(
effect.transform, "Impact Radius", color, 0.07f);
area.loop = true;
area.positionCount = 40;
for (int i = 0; i < area.positionCount; i++)
{
float angle = i * Mathf.PI * 2f / area.positionCount;
area.SetPosition(i, new Vector3(
Mathf.Cos(angle) * radius,
Mathf.Sin(angle) * radius, 0f));
}
}
Destroy(effect, 0.22f);
}
private static SpriteRenderer CreateEffectSprite(
Transform parent, string name, Vector2 position,
Vector2 size, Color color)
{
GameObject shape = new(name);
shape.transform.SetParent(parent, false);
shape.transform.position = position;
shape.transform.localScale = new Vector3(size.x, size.y, 1f);
SpriteRenderer renderer = shape.AddComponent<SpriteRenderer>();
renderer.sprite = DefensePrototypeController.WhiteSprite;
renderer.color = color;
renderer.sortingOrder = 15;
return renderer;
}
private static LineRenderer CreateEffectLine(
Transform parent, string name, Color color, float width)
{
GameObject shape = new(name);
shape.transform.SetParent(parent, false);
LineRenderer line = shape.AddComponent<LineRenderer>();
line.useWorldSpace = false;
line.sharedMaterial = GetEffectMaterial();
line.startWidth = width;
line.endWidth = width;
line.startColor = color;
line.endColor = color;
line.sortingOrder = 14;
return line;
}
private static Material GetEffectMaterial()
{
if (effectMaterial == null)
{
effectMaterial = new Material(Shader.Find("Sprites/Default"));
effectMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return effectMaterial;
}
private void AddSummonUnits(int count)
{
for (int i = 0; i < count; i++)
{
int unitIndex = summonCount++;
GameObject unitObject = new($"Summon Unit {unitIndex + 1}");
unitObject.transform.SetParent(transform, false);
unitObject.transform.localPosition = new Vector3(
(unitIndex % 3 - 1) * 0.42f, -0.5f - 0.25f * (unitIndex / 3), 0f);
DefenseSummonUnit unit = unitObject.AddComponent<DefenseSummonUnit>();
unit.Configure(this, owner, unitObject.transform.localPosition);
}
}
@@ -74,9 +485,15 @@ namespace BumpCombat.Defense
renderer = gameObject.AddComponent<SpriteRenderer>();
}
renderer.sprite = DefensePrototypeController.WhiteSprite;
renderer.color = Kind == DefenseTowerKind.Direct
? new Color32(65, 211, 240, 255)
: new Color32(244, 154, 74, 255);
renderer.color = Kind switch
{
DefenseTowerKind.Direct => new Color32(240, 96, 65, 255),
DefenseTowerKind.Summon => new Color32(244, 154, 74, 255),
DefenseTowerKind.Lightning => new Color32(238, 218, 83, 255),
DefenseTowerKind.Cold => new Color32(65, 211, 240, 255),
DefenseTowerKind.Seismic => new Color32(175, 141, 100, 255),
_ => new Color32(148, 228, 122, 255),
};
renderer.sortingOrder = 8;
transform.localScale = new Vector3(0.72f, 0.72f, 1f);
@@ -93,26 +510,43 @@ namespace BumpCombat.Defense
labelObject.transform.SetParent(transform, false);
labelObject.transform.localPosition = new Vector3(0f, 0.85f, 0f);
label = labelObject.AddComponent<TextMesh>();
label.text = Kind == DefenseTowerKind.Direct ? "DIRECT" : "SUMMON";
label.anchor = TextAnchor.MiddleCenter;
label.alignment = TextAlignment.Center;
label.characterSize = 0.16f;
label.fontSize = 32;
label.color = Color.white;
label.GetComponent<MeshRenderer>().sortingOrder = 10;
UpdateLabel();
CreateEffectRange();
}
public bool TryAttack(DefenseRouteAgent target)
private void UpdateLabel()
{
if (target == null || owner == null)
if (label == null)
{
return false;
return;
}
float damage = Kind == DefenseTowerKind.Direct
? tuning.DirectTowerDamage
: tuning.SummonDamage;
return owner.TryApplyTowerDamage(this, target, damage);
string family = Kind == DefenseTowerKind.Direct ? "FIRE" : Kind.ToString().ToUpperInvariant();
string branchName = Tier == 4
? GetBranchName(Kind, Branch) : string.Empty;
label.text = Tier == 4
? $"{family} IV\n{branchName}"
: $"{family} {Tier}";
}
public static string GetBranchName(DefenseTowerKind kind, DefenseTowerBranch branch)
{
bool first = branch == DefenseTowerBranch.First;
return kind switch
{
DefenseTowerKind.Direct => first ? "METEOR" : "FLAMETHROWER",
DefenseTowerKind.Lightning => first ? "ARC" : "LIGHTNING STORM",
DefenseTowerKind.Cold => first ? "FREEZEBOLT" : "GLACIAL CAGE",
DefenseTowerKind.Seismic => first ? "STONE GAZE" : "TEMPORAL",
DefenseTowerKind.Summon => first ? "SENTINEL" : "SCOUT",
_ => first ? "IMBUING" : "SMOTHERING",
};
}
}
}
@@ -99,6 +99,8 @@ namespace BumpCombat.Enemies
private Vector2 knockbackVelocity;
private float stateTimer;
private float stunTimer;
private float slowRemaining;
private float slowFraction;
private float igniteRemaining;
private float igniteNextTickIn;
private float igniteTickInterval;
@@ -224,10 +226,14 @@ namespace BumpCombat.Enemies
? groggyTier
: null;
public bool IsStunned => stunTimer > 0f;
public float MovementSpeedMultiplier => slowRemaining > 0f ? 1f - slowFraction : 1f;
public bool IsIgnited => igniteRemaining > 0f;
public bool IsShocked => shockRemaining > 0f;
public bool IsBumpVulnerable => vulnerabilityRemaining > 0f;
public float IgniteRemaining => igniteRemaining;
public float IgniteRemainingAtDeath { get; private set; }
public float IgniteTickIntervalAtDeath { get; private set; }
public float IgniteTickDamageAtDeath { get; private set; }
public float ShockRemaining => shockRemaining;
public float BumpVulnerabilityRemaining => vulnerabilityRemaining;
public float ShockIncrease => shockIncrease;
@@ -265,7 +271,7 @@ namespace BumpCombat.Enemies
public EnemyAttackShape AttackShape => definition != null
? CurrentAttackPattern.AttackShape
: EnemyAttackShape.Box;
public float MoveSpeed => EnsureEnemyModel().MoveSpeed;
public float MoveSpeed => EnsureEnemyModel().MoveSpeed * MovementSpeedMultiplier;
public float AttackDamage => EnsureEnemyModel().CalculatePatternDamage(
CurrentAttackPattern.DamageMultiplier,
IsEventEnemy);
@@ -659,6 +665,15 @@ namespace BumpCombat.Enemies
return;
}
if (slowRemaining > 0f)
{
slowRemaining = Mathf.Max(0f, slowRemaining - Time.fixedDeltaTime);
if (slowRemaining <= 0f)
{
slowFraction = 0f;
}
}
if (stunTimer > 0f)
{
stunTimer = Mathf.Max(
@@ -1622,6 +1637,22 @@ namespace BumpCombat.Enemies
EnterState(EnemyState.Recovery, 0f);
}
public bool ApplySlow(float duration, float fraction)
{
if (IsDead
|| IsDamageInvulnerable
|| isGroggy
|| duration <= 0f
|| fraction <= 0f)
{
return false;
}
slowRemaining = Mathf.Max(slowRemaining, duration);
slowFraction = Mathf.Max(slowFraction, Mathf.Clamp01(fraction));
return true;
}
public bool ApplyStun(float duration)
{
if (IsDead || duration <= 0f)
@@ -2884,6 +2915,9 @@ namespace BumpCombat.Enemies
private void Die()
{
IgniteRemainingAtDeath = igniteRemaining;
IgniteTickIntervalAtDeath = igniteTickInterval;
IgniteTickDamageAtDeath = igniteTickDamage;
ClearTimedEffects();
EnterState(EnemyState.Dead, 0f);
ReleaseAttackToken();
@@ -6,5 +6,7 @@ namespace BumpCombat.Enemies
Player,
Tower,
PassiveRelicExplosion,
PassiveRelicAttack,
PassiveRelicTransferredIgnite,
}
}
@@ -439,6 +439,19 @@ namespace BumpCombat.Player
ResolveMovementGainPerSecond() * actualMovementTime));
}
public bool TryRestorePassiveRelicGauge(float maxGaugeFraction)
{
if (CurrentArtifact == null
|| maxGaugeFraction <= 0f
|| CurrentGauge >= MaxGauge)
{
return false;
}
AddGauge(MaxGauge * maxGaugeFraction);
return true;
}
public void AddNormalHitCharge()
{
if (IsExecutingArtifact
@@ -2213,14 +2226,32 @@ namespace BumpCombat.Player
return false;
}
public Vector2 GetPassiveRelicUseOrigin() => lastArtifactUsePosition;
public Vector2 GetPassiveRelicUseDirection() => GetUseDirection();
public bool TryEmitPassiveRelicEcho(
Vector2 origin,
Vector2 direction,
float damageMultiplier) =>
EmitPassiveRelicAttack(CurrentArtifact, false, origin, direction, damageMultiplier);
public bool TryEmitPassiveRelicRepeat(
ActiveArtifactDefinition definition,
bool charged,
Vector2 origin,
Vector2 direction,
float damageMultiplier) =>
EmitPassiveRelicAttack(definition, charged, origin, direction, damageMultiplier);
private bool EmitPassiveRelicAttack(
ActiveArtifactDefinition definition,
bool charged,
Vector2 origin,
Vector2 direction,
float damageMultiplier)
{
ActiveArtifactDefinition definition = CurrentArtifact;
if (definition == null
|| definition.NormalDamage <= 0f
|| (charged ? definition.ChargedDamage : definition.NormalDamage) <= 0f
|| damageMultiplier <= 0f
|| definition.Effect == ActiveArtifactEffect.Pulse)
{
@@ -2236,18 +2267,18 @@ namespace BumpCombat.Player
direction.Normalize();
int castIdentity = ++nextArtifactCastIdentity;
float echoIgniteTickDamage = playerStats.CalculateDamage(
definition.NormalIgniteTickDamage * damageMultiplier,
(charged ? definition.ChargedIgniteTickDamage : definition.NormalIgniteTickDamage) * damageMultiplier,
definition.DamageTag);
if (definition.Effect == ActiveArtifactEffect.ChainLightning)
{
EnemyController first = FindInitialChainTarget(origin, definition.NormalRange);
EnemyController first = FindInitialChainTarget(origin, (charged ? definition.ChargedRange : definition.NormalRange));
if (first == null)
{
return false;
}
bool applied = false;
foreach (ChainStrike strike in PlanArcChain(definition, first, origin))
foreach (ChainStrike strike in (charged ? PlanBranchingChain(definition, first, origin) : PlanArcChain(definition, first, origin)))
{
applied |= ApplyArtifactHit(
strike.Enemy,
@@ -2256,7 +2287,7 @@ namespace BumpCombat.Player
(strike.End - strike.Start).normalized,
strike.Knockback,
true,
false,
charged,
echoIgniteTickDamage,
castIdentity,
true);
@@ -2266,18 +2297,18 @@ namespace BumpCombat.Player
}
Vector2 center = origin;
Vector2 radii = new Vector2(definition.NormalRange, definition.NormalRange);
float rayRange = definition.NormalRange;
float rayHalfWidth = Mathf.Max(0.05f, definition.NormalWidth * 0.5f);
Vector2 radii = new Vector2((charged ? definition.ChargedRange : definition.NormalRange), (charged ? definition.ChargedRange : definition.NormalRange));
float rayRange = (charged ? definition.ChargedRange : definition.NormalRange);
float rayHalfWidth = Mathf.Max(0.05f, (charged ? definition.ChargedWidth : definition.NormalWidth) * 0.5f);
switch (definition.Effect)
{
case ActiveArtifactEffect.Cyclone:
center += GetCycloneHitCenterOffset(definition.NormalRange, false);
radii = GetCycloneHitRadii(definition.NormalRange, false);
center += GetCycloneHitCenterOffset((charged ? definition.ChargedRange : definition.NormalRange), charged);
radii = GetCycloneHitRadii((charged ? definition.ChargedRange : definition.NormalRange), charged);
break;
case ActiveArtifactEffect.ThunderCrash:
center = origin + direction * 0.45f;
radii = GetThunderCrashHitRadii(definition.NormalRange, direction);
radii = GetThunderCrashHitRadii((charged ? definition.ChargedRange : definition.NormalRange), direction);
break;
}
@@ -2292,7 +2323,7 @@ namespace BumpCombat.Player
bool anyDamage = false;
foreach (EnemyController enemy in enemies)
{
if (hitCount >= definition.NormalMaxTargets)
if (hitCount >= (charged ? definition.ChargedMaxTargets : definition.NormalMaxTargets))
{
break;
}
@@ -2324,11 +2355,11 @@ namespace BumpCombat.Player
bool damaged = ApplyArtifactHit(
enemy,
definition,
definition.NormalDamage * damageMultiplier,
(charged ? definition.ChargedDamage : definition.NormalDamage) * damageMultiplier,
hitDirection,
definition.NormalKnockback,
(charged ? definition.ChargedKnockback : definition.NormalKnockback),
true,
false,
charged,
echoIgniteTickDamage,
castIdentity,
true);
@@ -2444,7 +2475,10 @@ namespace BumpCombat.Player
false,
true,
definition.Effect,
charged));
charged,
playerStats.CalculateDamage(
GameplayConstants.Current.Combat.BaseDamage,
DamageTag.Collision)));
return damageWasApplied;
}
@@ -2,6 +2,7 @@ using UnityEngine;
using UnityEngine.InputSystem;
using BumpCombat.Core;
using BumpCombat.Constants;
using BumpCombat.Progression;
namespace BumpCombat.Player
{
@@ -33,12 +34,17 @@ namespace BumpCombat.Player
private DashController dashController;
private ActiveArtifactController activeArtifactController;
private PlayerHealth playerHealth;
private PassiveRelicController passiveRelics;
private Vector2 moveInput;
private Vector2 pendingImpactRecoil;
private Vector2 damageKnockbackDirection;
private float damageKnockbackDistance;
private float damageKnockbackDuration;
private float damageKnockbackElapsed;
private Vector2 voluntaryMovementStart;
private bool voluntaryMovementPending;
public void SetPassiveRelicController(PassiveRelicController relics) => passiveRelics = relics;
public Vector2 MoveDirection { get; private set; }
public Vector2 FacingDirection { get; private set; } = Vector2.right;
@@ -72,6 +78,7 @@ namespace BumpCombat.Player
dashController = GetComponent<DashController>();
activeArtifactController = GetComponent<ActiveArtifactController>();
playerHealth = GetComponent<PlayerHealth>();
passiveRelics = GetComponent<PassiveRelicController>();
}
private void OnDisable()
@@ -191,6 +198,16 @@ namespace BumpCombat.Player
private void FixedUpdate()
{
if (voluntaryMovementPending
&& body != null
&& !IsTransitionLocked
&& !IsDamageKnockbackActive
&& (dashController == null || !dashController.IsDashing))
{
passiveRelics?.AddVoluntaryMovement(
Vector2.Distance(voluntaryMovementStart, body.position));
}
voluntaryMovementPending = false;
AttackIntentVelocity = Vector2.zero;
if (IsTransitionLocked)
{
@@ -244,6 +261,8 @@ namespace BumpCombat.Player
startPosition + AttackIntentVelocity * Time.fixedDeltaTime);
body.MovePosition(targetPosition);
voluntaryMovementStart = startPosition;
voluntaryMovementPending = targetPosition != startPosition;
CurrentVelocity = (targetPosition - startPosition) / Time.fixedDeltaTime;
if (CurrentVelocity.sqrMagnitude > 0.0001f)
{
@@ -332,6 +351,7 @@ namespace BumpCombat.Player
pendingImpactRecoil = Vector2.zero;
IsDamageKnockbackActive = false;
body.linearVelocity = Vector2.zero;
voluntaryMovementPending = false;
body.position = ClampToArena(position);
transform.position = body.position;
return true;
+38 -1
View File
@@ -32,6 +32,8 @@ namespace BumpCombat.Player
private float hurtMovementLockedUntil;
private float guardUntil;
private float guardCooldownUntil;
private float shieldAmount;
private float shieldExpiresAt;
private int nextGuardActivationIdentity;
private int activeGuardActivationIdentity;
private bool activeGuardHasBlockedAttack;
@@ -41,12 +43,14 @@ namespace BumpCombat.Player
public event Action<Vector2, float> OnDamaged;
/// <summary>Raised only for positive health actually lost after mitigation and lethal clamping.</summary>
public event Action<float> OnDamageTaken;
public event Action<float> OnEnemyDamageTaken;
public event Action<int> OnGuardAttackBlocked;
public event Action<Vector2> OnGuardImpact;
public event Action OnDied;
public float MaxHealth => playerStats.MaxHealth;
public float CurrentHealth { get; private set; }
public float CurrentShield => Time.time < shieldExpiresAt ? shieldAmount : 0f;
public static float DefaultGuardCooldown =>
GameplayConstants.Current.Player.GuardCooldownDuration;
public static float DefaultGuardDuration =>
@@ -134,6 +138,10 @@ namespace BumpCombat.Player
private void Update()
{
RefreshRunManagerSubscription();
if (shieldAmount > 0f && Time.time >= shieldExpiresAt)
{
shieldAmount = 0f;
}
}
private void HandleInputSystemUpdate()
@@ -173,7 +181,7 @@ namespace BumpCombat.Player
return true;
}
public bool TryTakeDamage(float damage, Vector2 knockbackDirection, float knockbackDistance)
public bool TryTakeDamage(float damage, Vector2 knockbackDirection, float knockbackDistance, bool fromEnemyAttack = true)
{
if (CurrentHealth <= 0f)
{
@@ -212,6 +220,18 @@ namespace BumpCombat.Player
return false;
}
if (CurrentShield > 0f)
{
float absorbed = Mathf.Min(shieldAmount, damageTaken);
shieldAmount -= absorbed;
damageTaken -= absorbed;
if (damageTaken <= 0f)
{
invulnerableUntil = Time.time + InvulnerabilityDuration;
return true;
}
}
float healthBefore = CurrentHealth;
CurrentHealth = Mathf.Max(0f, CurrentHealth - damageTaken);
@@ -232,6 +252,7 @@ namespace BumpCombat.Player
if (actualDamageTaken > 0f)
{
OnDamageTaken?.Invoke(actualDamageTaken);
if (fromEnemyAttack) OnEnemyDamageTaken?.Invoke(actualDamageTaken);
}
if (CurrentHealth <= 0f)
@@ -277,6 +298,8 @@ namespace BumpCombat.Player
}
CurrentHealth = MaxHealth;
shieldAmount = 0f;
shieldExpiresAt = 0f;
invulnerableUntil = Time.time + Mathf.Max(0f, invulnerabilitySeconds);
hurtMovementLockedUntil = 0f;
guardUntil = 0f;
@@ -289,6 +312,18 @@ namespace BumpCombat.Player
return true;
}
public bool GrantPassiveRelicShield(float amount, float duration)
{
if (amount <= 0f || duration <= 0f || CurrentHealth <= 0f)
{
return false;
}
shieldAmount = amount;
shieldExpiresAt = Time.time + duration;
return true;
}
public void Heal(float amount)
{
if (amount <= 0f || CurrentHealth <= 0f)
@@ -325,6 +360,8 @@ namespace BumpCombat.Player
private void HandleRunStarted()
{
shieldAmount = 0f;
shieldExpiresAt = 0f;
guardUntil = 0f;
guardCooldownUntil = 0f;
nextGuardActivationIdentity = 0;
@@ -554,11 +554,13 @@ namespace BumpCombat.Progression
return;
}
List<PassiveRelicId> candidates = new(available);
for (int i = 0; i < shownCount; i++)
{
shownRelics[i] = available[i];
int choiceIndex = Random.Range(0, candidates.Count);
shownRelics[i] = candidates[choiceIndex];
candidates.RemoveAt(choiceIndex);
}
showingPassiveRelicReward = true;
selectedIndex = 0;
titleText.text = "PASSIVE RELIC - CHOOSE ONE";
@@ -572,6 +574,23 @@ namespace BumpCombat.Progression
PassiveRelicId.TwinHornTalisman => "01 TWIN HORN TALISMAN\n15% chance: ordinary bump deals 2x damage",
PassiveRelicId.ResonanceCore => "02 RESONANCE CORE\n8% chance: echo current artifact at 50% damage",
PassiveRelicId.RuptureSeed => "03 RUPTURE SEED\n25% chance: player kill explodes for 10% max HP",
PassiveRelicId.WaveNail => "04 WAVE NAIL\n20% hit: 60% bump shockwave",
PassiveRelicId.CapacitorRing => "05 CAPACITOR RING\n20% hit: chain to 3 for 35% bump",
PassiveRelicId.EmberWick => "06 EMBER WICK\n25% hit: ignite",
PassiveRelicId.EmberCarrier => "07 EMBER CARRIER\n30% ignited kill: spread remaining ignite",
PassiveRelicId.RiftWedge => "08 RIFT WEDGE\n3 bumps on one enemy: vulnerability",
PassiveRelicId.ExecutionerSigil => "09 EXECUTIONER SIGIL\n25% bump: execute under 10% HP",
PassiveRelicId.HunterFeather => "10 HUNTER FEATHER\n20% kill: +20% speed for 4s",
PassiveRelicId.BloodFang => "11 BLOOD FANG\n20% hit: heal 2% max HP",
PassiveRelicId.RecoveryFunnel => "12 RECOVERY FUNNEL\n25% kill: restore 5% max gauge",
PassiveRelicId.TrophyMask => "13 TROPHY MASK\nElite kill: +20% bump, +10% speed for 8s",
PassiveRelicId.ResonantCrystal => "14 RESONANT CRYSTAL\n20% manual use: repeat after 0.5s",
PassiveRelicId.BackflowHeart => "15 BACKFLOW HEART\nDamage taken: temporary shield",
PassiveRelicId.CounterBell => "16 COUNTER BELL\n20% HP hit: slow nearby enemies",
PassiveRelicId.SprintWheel => "17 SPRINT WHEEL\nMove 8 body widths: next bump shockwave",
PassiveRelicId.BattleBaton => "18 BATTLE BATON\nManual use: boost visible towers",
PassiveRelicId.BondLedger => "19 BOND LEDGER\nTower kills bumped enemy: +1 build",
PassiveRelicId.PilgrimPouch => "20 PILGRIM POUCH\n5% kill: healing orb",
_ => id.ToString(),
};
}
@@ -1,7 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BumpCombat.Combat;
using BumpCombat.Constants;
using BumpCombat.Core;
using BumpCombat.Defense;
using BumpCombat.Enemies;
using BumpCombat.Player;
using UnityEngine;
@@ -13,6 +16,23 @@ namespace BumpCombat.Progression
TwinHornTalisman,
ResonanceCore,
RuptureSeed,
WaveNail,
CapacitorRing,
EmberWick,
EmberCarrier,
RiftWedge,
ExecutionerSigil,
HunterFeather,
BloodFang,
RecoveryFunnel,
TrophyMask,
ResonantCrystal,
BackflowHeart,
CounterBell,
SprintWheel,
BattleBaton,
BondLedger,
PilgrimPouch,
}
public static class PassiveRelicRules
@@ -22,6 +42,23 @@ namespace BumpCombat.Progression
PassiveRelicId.TwinHornTalisman,
PassiveRelicId.ResonanceCore,
PassiveRelicId.RuptureSeed,
PassiveRelicId.WaveNail,
PassiveRelicId.CapacitorRing,
PassiveRelicId.EmberWick,
PassiveRelicId.EmberCarrier,
PassiveRelicId.RiftWedge,
PassiveRelicId.ExecutionerSigil,
PassiveRelicId.HunterFeather,
PassiveRelicId.BloodFang,
PassiveRelicId.RecoveryFunnel,
PassiveRelicId.TrophyMask,
PassiveRelicId.ResonantCrystal,
PassiveRelicId.BackflowHeart,
PassiveRelicId.CounterBell,
PassiveRelicId.SprintWheel,
PassiveRelicId.BattleBaton,
PassiveRelicId.BondLedger,
PassiveRelicId.PilgrimPouch,
};
public static bool RollsChance(float chance, float roll) =>
@@ -64,12 +101,21 @@ namespace BumpCombat.Progression
Mathf.Max(0f, bodyDiameter) * Mathf.Max(0f, diameterMultiplier);
public static bool IsPlayerCreditedKill(EnemyDamageSource source) =>
source == EnemyDamageSource.Player;
source == EnemyDamageSource.Player
|| source == EnemyDamageSource.PassiveRelicAttack;
public static bool IsPlayerRewardKill(EnemyDamageSource source) =>
source == EnemyDamageSource.Player
|| source == EnemyDamageSource.PassiveRelicExplosion
|| source == EnemyDamageSource.PassiveRelicAttack
|| source == EnemyDamageSource.PassiveRelicTransferredIgnite;
}
public sealed class PassiveRelicController : MonoBehaviour
{
public const string EchoSourceId = "passive_relic_echo";
private const string HunterBuffSourceId = "relic.hunter-feather";
private const string TrophyBuffSourceId = "relic.trophy-mask";
private readonly HashSet<PassiveRelicId> owned = new();
private readonly HashSet<int> processedDeaths = new();
@@ -77,11 +123,33 @@ namespace BumpCombat.Progression
private PlayerController player;
private Collider2D playerCollider;
private PlayerHealth playerHealth;
private PlayerStats playerStats;
private float nextBloodAllowedAt;
private float nextRecoveryAllowedAt;
private float hunterExpiresAt;
private float trophyExpiresAt;
private float heartAccumulatedDamage;
private float nextHeartAllowedAt;
private float nextBellAllowedAt;
private float nextRepeatAllowedAt;
private bool repeatPending;
private float voluntaryMovementDistance;
private bool wheelCharged;
private float nextBatonAllowedAt;
private float nextLedgerAllowedAt;
private float nextPouchAllowedAt;
private readonly Dictionary<int, float> recentBumps = new();
private PassiveRelicHealingOrb healingOrb;
private bool active;
private float nextEchoAllowedAt;
private float nextWaveAllowedAt;
private float nextChainAllowedAt;
private float nextCarrierAllowedAt;
private readonly Dictionary<int, (int hits, float lastHitAt)> riftHits = new();
public static PassiveRelicController Instance { get; private set; }
public int OwnedCount => owned.Count;
public bool IsRunActive => active;
public bool Owns(PassiveRelicId id) => owned.Contains(id);
public int AvailableCount => GetAvailableRelics().Length;
@@ -109,6 +177,15 @@ namespace BumpCombat.Progression
private void OnDisable()
{
active = false;
if (playerHealth != null)
{
playerHealth.OnEnemyDamageTaken -= HandleDamageTaken;
}
if (artifacts != null)
{
artifacts.OnArtifactUseSucceeded -= HandleArtifactUseSucceeded;
}
repeatPending = false;
CombatEvents.OnValidHit -= HandleValidHit;
CombatEvents.OnEnemyDied -= HandleEnemyDied;
}
@@ -126,20 +203,104 @@ private void OnDestroy()
owned.Clear();
processedDeaths.Clear();
nextEchoAllowedAt = 0f;
nextWaveAllowedAt = 0f;
nextChainAllowedAt = 0f;
nextCarrierAllowedAt = 0f;
riftHits.Clear();
recentBumps.Clear();
voluntaryMovementDistance = 0f;
wheelCharged = false;
nextBatonAllowedAt = 0f;
nextLedgerAllowedAt = 0f;
nextPouchAllowedAt = 0f;
if (healingOrb != null)
{
Destroy(healingOrb.gameObject);
healingOrb = null;
}
player = GetComponent<PlayerController>();
player?.SetPassiveRelicController(this);
playerCollider = GetComponent<Collider2D>();
playerHealth = GetComponent<PlayerHealth>();
playerStats = GetComponent<PlayerStats>();
nextBloodAllowedAt = 0f;
nextRecoveryAllowedAt = 0f;
ClearTemporaryBuffs();
heartAccumulatedDamage = 0f;
nextHeartAllowedAt = 0f;
nextBellAllowedAt = 0f;
playerHealth.OnEnemyDamageTaken -= HandleDamageTaken;
playerHealth.OnEnemyDamageTaken += HandleDamageTaken;
artifacts = GetComponent<ActiveArtifactController>();
if (artifacts != null)
{
artifacts.OnArtifactUseSucceeded -= HandleArtifactUseSucceeded;
artifacts.OnArtifactUseSucceeded += HandleArtifactUseSucceeded;
}
nextRepeatAllowedAt = 0f;
repeatPending = false;
active = true;
}
public void EndDefenseRun()
{
active = false;
StopAllCoroutines();
repeatPending = false;
if (healingOrb != null)
{
Destroy(healingOrb.gameObject);
healingOrb = null;
}
if (artifacts != null)
{
artifacts.OnArtifactUseSucceeded -= HandleArtifactUseSucceeded;
}
if (playerHealth != null)
{
playerHealth.OnEnemyDamageTaken -= HandleDamageTaken;
}
ClearTemporaryBuffs();
}
public PassiveRelicId[] GetAvailableRelics() =>
PassiveRelicRules.GetAvailableRelics(owned);
PassiveRelicRules.GetAvailableRelics(owned)
.Where(CanOfferRelic)
.ToArray();
private bool CanOfferRelic(PassiveRelicId id)
{
if (id == PassiveRelicId.EmberCarrier)
{
ActiveArtifactDefinition phoenix = FindArtifactDefinition(
ActiveArtifactEffect.Phoenix);
return owned.Contains(PassiveRelicId.EmberWick)
|| (phoenix != null
&& artifacts != null
&& artifacts.OwnsArtifact(phoenix));
}
if (id == PassiveRelicId.ResonantCrystal)
{
if (artifacts == null)
{
return false;
}
for (int i = 0; i < artifacts.OwnedArtifactCount; i++)
{
ActiveArtifactDefinition definition = artifacts.GetArtifactAt(i);
if (definition != null
&& (definition.NormalDamage > 0f
|| definition.ChargedDamage > 0f))
{
return true;
}
}
return false;
}
return true;
}
public bool TryAcquire(PassiveRelicId id)
{
@@ -151,6 +312,40 @@ private void OnDestroy()
return owned.Add(id);
}
public void AddVoluntaryMovement(float actualDistance)
{
if (!active
|| !owned.Contains(PassiveRelicId.SprintWheel)
|| wheelCharged
|| actualDistance <= 0f
|| playerHealth == null
|| playerHealth.CurrentHealth <= 0f)
{
return;
}
float diameter = playerCollider != null
? Mathf.Max(playerCollider.bounds.size.x, playerCollider.bounds.size.y)
: 0f;
if (diameter <= 0f)
{
return;
}
voluntaryMovementDistance += actualDistance;
wheelCharged = voluntaryMovementDistance >= diameter
* GameplayConstants.Current.PassiveRelics.SprintWheelRequiredBodyDiameters;
}
public float ApplyTrophyBumpDamage(float damage, bool ordinaryBump)
{
return active
&& ordinaryBump
&& Time.time < trophyExpiresAt
? damage * (1f + GameplayConstants.Current.PassiveRelics.TrophyMaskBumpDamageIncrease)
: damage;
}
public float ApplyOrdinaryBumpDamageMultiplier(
float damage,
bool isOrdinaryBump,
@@ -172,14 +367,39 @@ private void OnDestroy()
private void HandleValidHit(CombatHitResult hit)
{
if (!active
|| !owned.Contains(PassiveRelicId.ResonanceCore)
|| hit.Attacker != gameObject
|| hit.Target == null
|| hit.Damage <= 0f
|| playerHealth == null
|| playerHealth.CurrentHealth <= 0f
|| hit.SourceId == EchoSourceId
|| hit.SourceId == EchoSourceId)
{
return;
}
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (hit.IsOrdinaryBump && !hit.IsArtifactHit)
{
EnemyController bumped = hit.Target.GetComponentInParent<EnemyController>();
if (bumped != null && owned.Contains(PassiveRelicId.BondLedger))
{
recentBumps[bumped.SpawnLifetimeIdentity] = Time.time;
}
TrySprintWheel(hit, tuning);
}
if (hit.BaseBumpDamage > 0f)
{
TryWaveNail(hit, tuning);
TryCapacitorRing(hit, tuning);
}
TryEmberWick(hit, tuning);
TryRiftWedge(hit, tuning);
TryExecutionerSigil(hit, tuning);
TryBloodFang(tuning);
if (!owned.Contains(PassiveRelicId.ResonanceCore)
|| Time.time < nextEchoAllowedAt
|| !RollsChance(GameplayConstants.Current.PassiveRelics.ResonanceEchoChance)
|| !RollsChance(tuning.ResonanceEchoChance)
|| artifacts == null)
{
return;
@@ -188,24 +408,272 @@ private void OnDestroy()
if (artifacts.TryEmitPassiveRelicEcho(
hit.HitPosition,
hit.KnockbackDirection,
GameplayConstants.Current.PassiveRelics.ResonanceEchoDamageMultiplier))
tuning.ResonanceEchoDamageMultiplier))
{
nextEchoAllowedAt = Time.time
+ GameplayConstants.Current.PassiveRelics.ResonanceEchoCooldownSeconds;
+ tuning.ResonanceEchoCooldownSeconds;
}
}
private void TryWaveNail(CombatHitResult hit, PassiveRelicConstants tuning)
{
if (!owned.Contains(PassiveRelicId.WaveNail)
|| Time.time < nextWaveAllowedAt
|| !RollsChance(tuning.WaveNailChance))
{
return;
}
float damage = hit.BaseBumpDamage * tuning.WaveNailDamageFraction;
if (damage <= 0f)
{
return;
}
bool applied = false;
foreach (EnemyController enemy in FindNearbyEnemies(hit.HitPosition))
{
applied |= TryApplyRelicDamage(enemy, hit.HitPosition, damage);
}
if (applied)
{
nextWaveAllowedAt = Time.time + tuning.WaveNailCooldownSeconds;
}
}
private void TryCapacitorRing(CombatHitResult hit, PassiveRelicConstants tuning)
{
if (!owned.Contains(PassiveRelicId.CapacitorRing)
|| Time.time < nextChainAllowedAt
|| !RollsChance(tuning.CapacitorRingChance))
{
return;
}
float damage = hit.BaseBumpDamage * tuning.CapacitorRingDamageFraction;
if (damage <= 0f)
{
return;
}
bool applied = false;
int hitCount = 0;
foreach (EnemyController enemy in FindNearbyEnemies(hit.HitPosition)
.OrderBy(enemy => ((Vector2)enemy.transform.position - hit.HitPosition).sqrMagnitude))
{
if (enemy.gameObject == hit.Target || hitCount >= tuning.CapacitorRingMaxTargets)
{
continue;
}
if (TryApplyRelicDamage(enemy, hit.HitPosition, damage))
{
applied = true;
hitCount++;
}
}
if (applied)
{
nextChainAllowedAt = Time.time + tuning.CapacitorRingCooldownSeconds;
}
}
private void TryEmberWick(CombatHitResult hit, PassiveRelicConstants tuning)
{
if (!owned.Contains(PassiveRelicId.EmberWick)
|| !RollsChance(tuning.EmberWickChance)
|| artifacts == null)
{
return;
}
EnemyController enemy = hit.Target.GetComponentInParent<EnemyController>();
if (enemy == null || enemy.IsDead)
{
return;
}
ActiveArtifactDefinition phoenix = FindArtifactDefinition(
ActiveArtifactEffect.Phoenix);
if (phoenix != null)
{
enemy.ApplyIgnite(
phoenix.NormalIgniteDuration,
phoenix.NormalIgniteInterval,
playerStats.CalculateDamage(
phoenix.NormalIgniteTickDamage,
phoenix.DamageTag));
}
}
private List<EnemyController> FindNearbyEnemies(Vector2 position)
{
float diameter = playerCollider != null
? Mathf.Max(playerCollider.bounds.size.x, playerCollider.bounds.size.y)
: 0f;
float radius = PassiveRelicRules.GetExplosionRadius(diameter, 3f);
List<EnemyController> nearby = new();
HashSet<EnemyController> seen = new();
foreach (Collider2D collider in Physics2D.OverlapCircleAll(position, radius))
{
EnemyController enemy = collider != null
? collider.GetComponentInParent<EnemyController>()
: null;
if (enemy != null && !enemy.IsDead && seen.Add(enemy))
{
nearby.Add(enemy);
}
}
return nearby;
}
private static bool TryApplyRelicDamage(EnemyController enemy, Vector2 origin, float damage)
{
Vector2 direction = ((Vector2)enemy.transform.position - origin).normalized;
return enemy.TryTakeDamage(
damage,
direction,
0f,
true,
false,
EnemyDamageSource.PassiveRelicAttack);
}
private void TrySprintWheel(CombatHitResult hit, PassiveRelicConstants tuning)
{
if (!wheelCharged || hit.BaseBumpDamage <= 0f)
{
return;
}
wheelCharged = false;
voluntaryMovementDistance = 0f;
float damage = hit.BaseBumpDamage
* tuning.SprintWheelShockwaveDamageFraction;
foreach (EnemyController enemy in FindNearbyEnemies(hit.HitPosition))
{
TryApplyRelicDamage(enemy, hit.HitPosition, damage);
}
}
private void TryRiftWedge(CombatHitResult hit, PassiveRelicConstants tuning)
{
if (!owned.Contains(PassiveRelicId.RiftWedge)
|| !hit.IsOrdinaryBump
|| hit.IsArtifactHit)
{
return;
}
EnemyController enemy = hit.Target.GetComponentInParent<EnemyController>();
if (enemy == null || enemy.IsDead)
{
return;
}
int key = enemy.SpawnLifetimeIdentity;
riftHits.TryGetValue(key, out var progress);
int count = Time.time - progress.lastHitAt > tuning.RiftWedgeMaxHitGapSeconds
? 1
: progress.hits + 1;
if (count < tuning.RiftWedgeRequiredHits)
{
riftHits[key] = (count, Time.time);
return;
}
riftHits.Remove(key);
ActiveArtifactDefinition thunder = FindArtifactDefinition(
ActiveArtifactEffect.ThunderCrash);
if (thunder != null)
{
enemy.ApplyBumpVulnerability(
thunder.NormalVulnerabilityDuration,
thunder.NormalVulnerabilityIncrease);
}
}
private void TryExecutionerSigil(CombatHitResult hit, PassiveRelicConstants tuning)
{
if (!owned.Contains(PassiveRelicId.ExecutionerSigil)
|| !hit.IsOrdinaryBump
|| hit.IsArtifactHit
|| !RollsChance(tuning.ExecutionerSigilChance))
{
return;
}
EnemyController enemy = hit.Target.GetComponentInParent<EnemyController>();
if (enemy == null
|| enemy.IsDead
|| enemy.GroggyTier == BumpCombat.Core.RunTimedEvent.MidBoss
|| enemy.GroggyTier == BumpCombat.Core.RunTimedEvent.FinalBoss
|| enemy.CurrentHealth > enemy.MaximumHealth
* tuning.ExecutionerSigilHealthThreshold)
{
return;
}
enemy.TryTakeDamage(
enemy.MaximumHealth * 100f,
hit.KnockbackDirection,
0f,
true,
false,
EnemyDamageSource.PassiveRelicAttack);
}
private ActiveArtifactDefinition FindArtifactDefinition(ActiveArtifactEffect effect)
{
if (artifacts == null)
{
return null;
}
for (int i = 0; i < artifacts.CatalogCount; i++)
{
ActiveArtifactDefinition definition = artifacts.GetCatalogArtifactAt(i);
if (definition != null && definition.Effect == effect)
{
return definition;
}
}
return null;
}
private void HandleEnemyDied(GameObject target)
{
if (!active || !owned.Contains(PassiveRelicId.RuptureSeed) || target == null)
if (!active || target == null)
{
return;
}
EnemyController victim = target.GetComponent<EnemyController>();
if (victim == null
|| !PassiveRelicRules.IsPlayerCreditedKill(victim.LastDamageSource)
|| !processedDeaths.Add(victim.SpawnLifetimeIdentity)
|| playerHealth == null
|| playerHealth.CurrentHealth <= 0f)
{
return;
}
riftHits.Remove(victim.SpawnLifetimeIdentity);
TryBondLedger(victim);
recentBumps.Remove(victim.SpawnLifetimeIdentity);
if (!PassiveRelicRules.IsPlayerRewardKill(victim.LastDamageSource))
{
return;
}
TryHunterFeather();
TryRecoveryFunnel();
TryTrophyMask(victim);
TryPilgrimPouch(victim);
if (!PassiveRelicRules.IsPlayerCreditedKill(victim.LastDamageSource))
{
return;
}
TryEmberCarrier(victim);
if (!owned.Contains(PassiveRelicId.RuptureSeed)
|| !RollsChance(GameplayConstants.Current.PassiveRelics.RuptureSeedChance))
{
return;
@@ -220,7 +688,7 @@ private void OnDestroy()
float radius = PassiveRelicRules.GetExplosionRadius(
diameter,
GameplayConstants.Current.PassiveRelics.RuptureExplosionPlayerBodyDiameters);
if (damage <= 0f || radius <= 0f || playerHealth == null || playerHealth.CurrentHealth <= 0f)
if (damage <= 0f || radius <= 0f)
{
return;
}
@@ -249,6 +717,321 @@ private void OnDestroy()
}
}
private void Update()
{
if (playerStats == null)
{
return;
}
if (!active || playerHealth == null || playerHealth.CurrentHealth <= 0f)
{
ClearTemporaryBuffs();
return;
}
if (hunterExpiresAt > 0f && Time.time >= hunterExpiresAt)
{
playerStats.RemoveModifiersFromSource(HunterBuffSourceId);
hunterExpiresAt = 0f;
}
if (trophyExpiresAt > 0f && Time.time >= trophyExpiresAt)
{
playerStats.RemoveModifiersFromSource(TrophyBuffSourceId);
trophyExpiresAt = 0f;
}
}
private void ClearTemporaryBuffs()
{
playerStats?.RemoveModifiersFromSource(HunterBuffSourceId);
playerStats?.RemoveModifiersFromSource(TrophyBuffSourceId);
hunterExpiresAt = 0f;
trophyExpiresAt = 0f;
}
private void TryBloodFang(PassiveRelicConstants tuning)
{
if (!owned.Contains(PassiveRelicId.BloodFang)
|| Time.time < nextBloodAllowedAt
|| playerHealth.CurrentHealth >= playerHealth.MaxHealth
|| !RollsChance(tuning.BloodFangChance))
{
return;
}
float before = playerHealth.CurrentHealth;
playerHealth.Heal(playerHealth.MaxHealth * tuning.BloodFangHealMaxHealthFraction);
if (playerHealth.CurrentHealth > before)
{
nextBloodAllowedAt = Time.time + tuning.BloodFangCooldownSeconds;
}
}
private void TryHunterFeather()
{
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (!owned.Contains(PassiveRelicId.HunterFeather)
|| !RollsChance(tuning.HunterFeatherChance))
{
return;
}
if (hunterExpiresAt <= Time.time)
{
playerStats.AddModifier(new StatModifier(
HunterBuffSourceId,
CharacterStat.MoveSpeed,
ModifierOperation.Increased,
tuning.HunterFeatherMoveSpeedIncrease));
}
hunterExpiresAt = Time.time + tuning.HunterFeatherDurationSeconds;
}
private void TryRecoveryFunnel()
{
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (!owned.Contains(PassiveRelicId.RecoveryFunnel)
|| Time.time < nextRecoveryAllowedAt
|| artifacts == null
|| !RollsChance(tuning.RecoveryFunnelChance))
{
return;
}
if (artifacts.TryRestorePassiveRelicGauge(
tuning.RecoveryFunnelGaugeFraction))
{
nextRecoveryAllowedAt = Time.time
+ tuning.RecoveryFunnelCooldownSeconds;
}
}
private void TryTrophyMask(EnemyController victim)
{
if (!owned.Contains(PassiveRelicId.TrophyMask)
|| victim.GroggyTier != RunTimedEvent.Elite)
{
return;
}
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (trophyExpiresAt <= Time.time)
{
playerStats.AddModifier(new StatModifier(
TrophyBuffSourceId,
CharacterStat.MoveSpeed,
ModifierOperation.Increased,
tuning.TrophyMaskMoveSpeedIncrease));
}
trophyExpiresAt = Time.time + tuning.TrophyMaskDurationSeconds;
}
private void TryBattleBaton(PassiveRelicConstants tuning)
{
if (!active
|| !owned.Contains(PassiveRelicId.BattleBaton)
|| Time.time < nextBatonAllowedAt)
{
return;
}
if (DefensePrototypeController.Instance?.TryBoostVisibleTowers(
tuning.BattleBatonDurationSeconds) == true)
{
nextBatonAllowedAt = Time.time
+ tuning.BattleBatonCooldownSeconds;
}
}
private void TryBondLedger(EnemyController victim)
{
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (!owned.Contains(PassiveRelicId.BondLedger)
|| victim.LastDamageSource != EnemyDamageSource.Tower
|| Time.time < nextLedgerAllowedAt
|| !recentBumps.TryGetValue(
victim.SpawnLifetimeIdentity,
out float bumpedAt)
|| Time.time - bumpedAt > tuning.BondLedgerBumpWindowSeconds
|| !RollsChance(tuning.BondLedgerChance))
{
return;
}
if (DefensePrototypeController.Instance?.TryAwardBondLedgerCurrency(
tuning.BondLedgerCurrency) == true)
{
nextLedgerAllowedAt = Time.time
+ tuning.BondLedgerCooldownSeconds;
}
}
private void TryPilgrimPouch(EnemyController victim)
{
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (!owned.Contains(PassiveRelicId.PilgrimPouch)
|| healingOrb != null
|| Time.time < nextPouchAllowedAt
|| !RollsChance(tuning.PilgrimPouchChance))
{
return;
}
GameObject orbObject = new("Pilgrim Healing Orb");
orbObject.transform.position = victim.transform.position;
healingOrb = orbObject.AddComponent<PassiveRelicHealingOrb>();
healingOrb.Initialize(
this,
playerHealth,
tuning.PilgrimPouchHealMaxHealthFraction,
tuning.PilgrimPouchOrbLifetimeSeconds);
nextPouchAllowedAt = Time.time + tuning.PilgrimPouchCooldownSeconds;
}
private void HandleArtifactUseSucceeded(
ActiveArtifactDefinition definition,
bool charged)
{
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
TryBattleBaton(tuning);
if (!active
|| !owned.Contains(PassiveRelicId.ResonantCrystal)
|| repeatPending
|| Time.time < nextRepeatAllowedAt
|| playerHealth == null
|| playerHealth.CurrentHealth <= 0f
|| !RollsChance(tuning.ResonantCrystalChance))
{
return;
}
Vector2 origin = artifacts.GetPassiveRelicUseOrigin();
Vector2 direction = artifacts.GetPassiveRelicUseDirection();
repeatPending = true;
StartCoroutine(RepeatArtifactAfterDelay(
definition,
charged,
origin,
direction,
tuning));
}
private IEnumerator RepeatArtifactAfterDelay(
ActiveArtifactDefinition definition,
bool charged,
Vector2 origin,
Vector2 direction,
PassiveRelicConstants tuning)
{
yield return new WaitForSeconds(tuning.ResonantCrystalDelaySeconds);
repeatPending = false;
if (!active
|| playerHealth == null
|| playerHealth.CurrentHealth <= 0f
|| artifacts == null)
{
yield break;
}
if (artifacts.TryEmitPassiveRelicRepeat(
definition,
charged,
origin,
direction,
tuning.ResonantCrystalDamageFraction))
{
nextRepeatAllowedAt = Time.time
+ tuning.ResonantCrystalCooldownSeconds;
}
}
private void HandleDamageTaken(float actualLoss)
{
if (!active
|| actualLoss <= 0f
|| playerHealth == null
|| playerHealth.CurrentHealth <= 0f)
{
return;
}
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (owned.Contains(PassiveRelicId.BackflowHeart)
&& Time.time >= nextHeartAllowedAt)
{
heartAccumulatedDamage += actualLoss;
if (heartAccumulatedDamage >= playerHealth.MaxHealth
* tuning.BackflowHeartDamageThreshold)
{
heartAccumulatedDamage = 0f;
if (playerHealth.GrantPassiveRelicShield(
playerHealth.MaxHealth * tuning.BackflowHeartShieldFraction,
tuning.BackflowHeartShieldDurationSeconds))
{
nextHeartAllowedAt = Time.time
+ tuning.BackflowHeartCooldownSeconds;
}
}
}
if (!owned.Contains(PassiveRelicId.CounterBell)
|| Time.time < nextBellAllowedAt
|| !RollsChance(tuning.CounterBellChance))
{
return;
}
bool applied = false;
foreach (EnemyController enemy in FindNearbyEnemies(transform.position))
{
applied |= enemy.ApplySlow(
tuning.CounterBellSlowDurationSeconds,
tuning.CounterBellSlowFraction);
}
if (applied)
{
nextBellAllowedAt = Time.time + tuning.CounterBellCooldownSeconds;
}
}
private void TryEmberCarrier(EnemyController victim)
{
PassiveRelicConstants tuning = GameplayConstants.Current.PassiveRelics;
if (!owned.Contains(PassiveRelicId.EmberCarrier)
|| victim.IgniteRemainingAtDeath <= 0f
|| victim.IgniteTickIntervalAtDeath <= 0f
|| victim.IgniteTickDamageAtDeath <= 0f
|| Time.time < nextCarrierAllowedAt
|| !RollsChance(tuning.EmberCarrierChance))
{
return;
}
int count = 0;
foreach (EnemyController enemy in FindNearbyEnemies(victim.transform.position)
.OrderBy(enemy => ((Vector2)enemy.transform.position - (Vector2)victim.transform.position).sqrMagnitude))
{
if (enemy == victim || count >= tuning.EmberCarrierMaxTargets)
{
continue;
}
if (enemy.ApplyIgnite(
victim.IgniteRemainingAtDeath,
victim.IgniteTickIntervalAtDeath,
victim.IgniteTickDamageAtDeath,
EnemyDamageSource.PassiveRelicTransferredIgnite))
{
count++;
}
}
if (count > 0)
{
nextCarrierAllowedAt = Time.time + tuning.EmberCarrierCooldownSeconds;
}
}
private static float GetRandomRoll()
{
#if UNITY_EDITOR
@@ -265,4 +1048,50 @@ private void OnDestroy()
return PassiveRelicRules.RollsChance(chance, GetRandomRoll());
}
}
public sealed class PassiveRelicHealingOrb : MonoBehaviour
{
private PassiveRelicController owner;
private PlayerHealth playerHealth;
private float healFraction;
private float expiresAt;
public void Initialize(
PassiveRelicController relicOwner,
PlayerHealth health,
float fraction,
float lifetime)
{
owner = relicOwner;
playerHealth = health;
healFraction = fraction;
expiresAt = Time.time + lifetime;
SpriteRenderer renderer = gameObject.AddComponent<SpriteRenderer>();
renderer.sprite = DefensePrototypeController.WhiteSprite;
renderer.color = new Color(0.35f, 1f, 0.55f);
renderer.sortingOrder = 12;
transform.localScale = Vector3.one * 0.3f;
}
private void Update()
{
if (owner == null || !owner.IsRunActive || Time.time >= expiresAt)
{
Destroy(gameObject);
return;
}
if (playerHealth == null
|| playerHealth.CurrentHealth <= 0f
|| Vector2.Distance(
transform.position,
playerHealth.transform.position)
> GameplayConstants.Current.Items.ExperienceOrbPickupRadius)
{
return;
}
playerHealth.Heal(playerHealth.MaxHealth * healFraction);
Destroy(gameObject);
}
}}
@@ -6,6 +6,25 @@ namespace BumpCombat.Tests
{
public sealed class DefensePrototypeRulesTests
{
[Test]
public void TowerFamilies_PreserveLegacyIdsAndOfferSixKinds()
{
Assert.That((int)DefenseTowerKind.Direct, Is.Zero);
Assert.That((int)DefenseTowerKind.Summon, Is.EqualTo(1));
Assert.That(System.Enum.GetValues(typeof(DefenseTowerKind)).Length, Is.EqualTo(6));
}
[Test]
public void EachTowerFamily_HasTwoDistinctFinalBranches()
{
foreach (DefenseTowerKind kind in System.Enum.GetValues(typeof(DefenseTowerKind)))
{
string first = DefenseTower.GetBranchName(kind, DefenseTowerBranch.First);
string second = DefenseTower.GetBranchName(kind, DefenseTowerBranch.Second);
Assert.That(first, Is.Not.Empty);
Assert.That(second, Is.Not.Empty);
Assert.That(first, Is.Not.EqualTo(second));
}
}
[TestCase(6f, 1f)]
[TestCase(5.999f, 1f)]
[TestCase(6.001f, 0.7f)]
@@ -73,6 +73,19 @@ namespace BumpCombat.Tests
}
}
[TestCase(EnemyDamageSource.Player, true)]
[TestCase(EnemyDamageSource.PassiveRelicAttack, true)]
[TestCase(EnemyDamageSource.PassiveRelicExplosion, true)]
[TestCase(EnemyDamageSource.PassiveRelicTransferredIgnite, true)]
[TestCase(EnemyDamageSource.Tower, false)]
public void RewardKillCredit_ExcludesTowers(
EnemyDamageSource source,
bool expected)
{
Assert.That(PassiveRelicRules.IsPlayerRewardKill(source),
Is.EqualTo(expected));
}
private static void SetField<T>(ActiveArtifactDefinition definition, string fieldName, T value)
{
typeof(ActiveArtifactDefinition)
@@ -82,32 +95,19 @@ namespace BumpCombat.Tests
[Test]
public void AvailableRelics_ExcludesOwnedIdsAndPreservesCatalogOrder()
{
PassiveRelicId[] all = PassiveRelicRules.GetAvailableRelics(
PassiveRelicId[] catalog = PassiveRelicRules.GetAvailableRelics(
System.Array.Empty<PassiveRelicId>());
PassiveRelicId[] expected = (PassiveRelicId[])
System.Enum.GetValues(typeof(PassiveRelicId));
Assert.That(catalog, Is.EqualTo(expected));
Assert.That(catalog.Length, Is.EqualTo(20));
PassiveRelicId[] afterOne = PassiveRelicRules.GetAvailableRelics(
new[] { PassiveRelicId.ResonanceCore });
PassiveRelicId[] afterAll = PassiveRelicRules.GetAvailableRelics(
new[]
{
PassiveRelicId.TwinHornTalisman,
PassiveRelicId.ResonanceCore,
PassiveRelicId.RuptureSeed,
});
Assert.That(all, Is.EqualTo(new[]
{
PassiveRelicId.TwinHornTalisman,
PassiveRelicId.ResonanceCore,
PassiveRelicId.RuptureSeed,
}));
Assert.That(afterOne, Is.EqualTo(new[]
{
PassiveRelicId.TwinHornTalisman,
PassiveRelicId.RuptureSeed,
}));
Assert.That(afterAll, Is.Empty);
Assert.That(afterOne, Has.None.EqualTo(PassiveRelicId.ResonanceCore));
Assert.That(afterOne.Length, Is.EqualTo(19));
Assert.That(PassiveRelicRules.GetAvailableRelics(expected), Is.Empty);
}
[Test]
public void RuptureDamageAndRadiusScaleFromEnemyHealthAndPlayerBody()
{
@@ -116,6 +116,7 @@ namespace BumpCombat.Tests
}
[TestCase(EnemyDamageSource.Player, true)]
[TestCase(EnemyDamageSource.PassiveRelicAttack, true)]
[TestCase(EnemyDamageSource.Tower, false)]
[TestCase(EnemyDamageSource.PassiveRelicExplosion, false)]
[TestCase(EnemyDamageSource.None, false)]
@@ -151,6 +151,344 @@ namespace BumpCombat.PlayModeTests
}
}
[UnityTest]
public IEnumerator DefensePrototype_DefaultBuildsCanDamageTheirPortalLanes()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
MovePlayerNear(player, controller.Tuning.GetBuildPadPosition(0));
Assert.That(controller.TryBuildTowerAtPad(0), Is.True);
MovePlayerNear(player, controller.Tuning.GetBuildPadPosition(1));
Assert.That(controller.TryBuildTowerAtPad(1), Is.True);
DefenseTower upper = FindTower(0, DefenseTowerKind.Summon);
DefenseTower lower = FindTower(1, DefenseTowerKind.Direct);
Assert.That(upper, Is.Not.Null, "Upper portal is immune to fire.");
Assert.That(lower, Is.Not.Null, "Lower portal is immune to Summon.");
yield return WaitForRouteAgents(2);
DefenseRouteAgent upperAgent = FindAgentWithImmunity(DefenseTowerKind.Direct);
DefenseRouteAgent lowerAgent = FindAgentWithImmunity(DefenseTowerKind.Summon);
yield return WaitForAgentReady(upperAgent);
yield return WaitForAgentReady(lowerAgent);
FreezeEnemyControllers(FindRouteAgents());
float upperHealth = upperAgent.Enemy.CurrentHealth;
float lowerHealth = lowerAgent.Enemy.CurrentHealth;
Assert.That(upper.TryAttack(upperAgent), Is.True);
Assert.That(lowerAgent.Enemy.TryReposition(lower.transform.position), Is.True);
Assert.That(lower.TryPulse(), Is.True);
Assert.That(upperAgent.Enemy.CurrentHealth, Is.LessThan(upperHealth));
Assert.That(lowerAgent.Enemy.CurrentHealth, Is.LessThan(lowerHealth));
}
[UnityTest]
public IEnumerator DefensePrototype_AllSixTowersShowTheirGameplayRanges()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(200), Is.True);
DefenseTowerKind[] kinds =
{
DefenseTowerKind.Direct, DefenseTowerKind.Summon,
DefenseTowerKind.Lightning, DefenseTowerKind.Cold,
DefenseTowerKind.Seismic, DefenseTowerKind.Empowering,
};
for (int pad = 0; pad < kinds.Length; pad++)
{
DefenseTower tower = BuildTower(controller, player, pad, kinds[pad]);
Transform range = tower.transform.Find("Effect Range");
Assert.That(range, Is.Not.Null, $"{kinds[pad]} range is missing.");
LineRenderer line = range.GetComponent<LineRenderer>();
Assert.That(line, Is.Not.Null);
Assert.That(line.positionCount, Is.GreaterThan(16));
float expected = kinds[pad] == DefenseTowerKind.Summon
? controller.Tuning.SummonAreaRadius
: kinds[pad] == DefenseTowerKind.Empowering
? controller.Tuning.SupportRadius : controller.Tuning.TowerRange;
Assert.That(line.GetPosition(0).x * tower.transform.lossyScale.x,
Is.EqualTo(expected).Within(0.02f));
}
DefenseTower fire = FindTower(0, DefenseTowerKind.Direct);
MovePlayerNear(player, fire.transform.position);
Assert.That(controller.TryUpgradeTowerAtPad(0, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(0, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(0, DefenseTowerBranch.Second), Is.True);
LineRenderer fireRange = fire.transform.Find("Effect Range")
.GetComponent<LineRenderer>();
Assert.That(fireRange.GetPosition(0).x * fire.transform.lossyScale.x,
Is.EqualTo(controller.Tuning.TowerRange * 0.5f).Within(0.02f));
}
[UnityTest]
public IEnumerator DefensePrototype_DamageTowersShowSuccessfulAttackEffects()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(200), Is.True);
yield return WaitForRouteAgents(2);
DefenseRouteAgent target = FindAgentWithImmunity(DefenseTowerKind.Summon);
yield return WaitForAgentReady(target);
FreezeEnemyControllers(FindRouteAgents());
DefenseTowerKind[] kinds =
{
DefenseTowerKind.Direct, DefenseTowerKind.Lightning,
DefenseTowerKind.Cold, DefenseTowerKind.Seismic,
};
for (int i = 0; i < kinds.Length; i++)
{
DefenseTower tower = BuildTower(controller, player, i, kinds[i]);
Assert.That(target.Enemy.TryReposition(tower.transform.position), Is.True);
Physics2D.SyncTransforms();
Assert.That(tower.TryPulse(), Is.True, $"{kinds[i]} should attack.");
GameObject effect = GameObject.Find($"{kinds[i]} Attack Effect");
Assert.That(effect, Is.Not.Null, $"{kinds[i]} attack effect is missing.");
SpriteRenderer impact = effect.transform.Find("Impact Sprite")
?.GetComponent<SpriteRenderer>();
Assert.That(impact, Is.Not.Null);
Assert.That(impact.sprite, Is.Not.Null,
"The placeholder impact must be replaceable by an imported sprite.");
}
}
[UnityTest]
public IEnumerator DefensePrototype_TowerAutomaticallyAttacksTargetInRange()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
DefenseTower fire = BuildTower(controller, player, 1, DefenseTowerKind.Direct);
yield return WaitForRouteAgents(2);
DefenseRouteAgent target = FindAgentWithImmunity(DefenseTowerKind.Summon);
yield return WaitForAgentReady(target);
FreezeEnemyControllers(FindRouteAgents());
Assert.That(target.Enemy.TryReposition(
(Vector2)fire.transform.position + Vector2.left), Is.True);
Physics2D.SyncTransforms();
float health = target.Enemy.CurrentHealth;
bool effectSeen = false;
float deadline = Time.realtimeSinceStartup + 2f;
while (Time.realtimeSinceStartup < deadline
&& (target.Enemy.CurrentHealth >= health || !effectSeen))
{
yield return null;
effectSeen |= GameObject.Find("Direct Attack Effect") != null;
}
Assert.That(target.Enemy.CurrentHealth, Is.LessThan(health),
"Tower Update must acquire and damage a nonimmune route enemy.");
Assert.That(effectSeen, Is.True,
"An automatic attack must show the same effect as a manual pulse.");
}
[UnityTest]
public IEnumerator DefensePrototype_SummonPlaysExistingAttackSpriteOnHit()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
DefenseTower summon = BuildTower(
controller, player, 0, DefenseTowerKind.Summon);
yield return WaitForRouteAgents(2);
DefenseRouteAgent target = FindAgentWithImmunity(DefenseTowerKind.Direct);
yield return WaitForAgentReady(target);
FreezeEnemyControllers(FindRouteAgents());
DefenseSummonUnit unit = summon.GetComponentInChildren<DefenseSummonUnit>();
Assert.That(unit, Is.Not.Null);
Assert.That(target.Enemy.TryReposition(unit.transform.position), Is.True);
Physics2D.SyncTransforms();
bool attackSpriteSeen = false;
bool effectSeen = false;
float deadline = Time.realtimeSinceStartup + 2f;
while (Time.realtimeSinceStartup < deadline
&& (!attackSpriteSeen || !effectSeen))
{
yield return null;
Sprite sprite = unit.GetComponent<SpriteRenderer>().sprite;
attackSpriteSeen |= sprite != null
&& sprite.name.Contains("BumpAttack");
effectSeen |= GameObject.Find("Summon Attack Effect") != null;
}
Assert.That(attackSpriteSeen, Is.True,
"The summoned swordsman must play the existing attack sheet.");
Assert.That(effectSeen, Is.True,
"A successful summon hit must show its impact.");
}
[UnityTest]
public IEnumerator DefensePrototype_AllSixFamiliesBuildAndUpgradeToDistinctFinalBranches()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(1000), Is.True);
DefenseTowerKind[] kinds =
{
DefenseTowerKind.Direct,
DefenseTowerKind.Summon,
DefenseTowerKind.Lightning,
DefenseTowerKind.Cold,
DefenseTowerKind.Seismic,
DefenseTowerKind.Empowering,
};
for (int pad = 0; pad < kinds.Length; pad++)
{
DefenseTower tower = BuildTower(controller, player, pad, kinds[pad]);
Assert.That(tower.Tier, Is.EqualTo(1));
Assert.That(controller.TryUpgradeTowerAtPad(
pad, DefenseTowerBranch.First), Is.False);
int beforeUpgrade = controller.ConstructionCurrency;
Assert.That(controller.TryUpgradeTowerAtPad(
pad, DefenseTowerBranch.None), Is.True);
Assert.That(tower.Tier, Is.EqualTo(2));
Assert.That(controller.ConstructionCurrency,
Is.EqualTo(beforeUpgrade - controller.Tuning.Tier2UpgradeCost));
Assert.That(controller.TryUpgradeTowerAtPad(
pad, DefenseTowerBranch.None), Is.True);
Assert.That(tower.Tier, Is.EqualTo(3));
Assert.That(controller.TryUpgradeTowerAtPad(
pad, DefenseTowerBranch.None), Is.False);
DefenseTowerBranch branch = pad % 2 == 0
? DefenseTowerBranch.First : DefenseTowerBranch.Second;
Assert.That(controller.TryUpgradeTowerAtPad(pad, branch), Is.True);
Assert.That(tower.Tier, Is.EqualTo(4));
Assert.That(tower.Branch, Is.EqualTo(branch));
Assert.That(DefenseTower.GetBranchName(kinds[pad], branch),
Is.Not.Empty);
Assert.That(controller.TryUpgradeTowerAtPad(
pad, DefenseTowerBranch.First), Is.False);
tower.enabled = false;
}
Assert.That(FindTowers().Length, Is.EqualTo(6));
}
[UnityTest]
public IEnumerator DefensePrototype_SentinelAndScoutHaveDifferentUnitCounts()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(500), Is.True);
DefenseTower sentinel = BuildTower(controller, player, 0,
DefenseTowerKind.Summon);
DefenseTower scout = BuildTower(controller, player, 1,
DefenseTowerKind.Summon);
Assert.That(player.TryReposition(sentinel.transform.position), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(0, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(0, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(0, DefenseTowerBranch.First), Is.True);
Assert.That(player.TryReposition(scout.transform.position), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(1, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(1, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(1, DefenseTowerBranch.Second), Is.True);
yield return null;
Assert.That(sentinel.GetComponentsInChildren<DefenseSummonUnit>().Length,
Is.EqualTo(1));
Assert.That(scout.GetComponentsInChildren<DefenseSummonUnit>().Length,
Is.EqualTo(6));
}
[UnityTest]
public IEnumerator DefensePrototype_SmotheringBoostsTowerDamageInsideSupportAura()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(200), Is.True);
yield return WaitForRouteAgents(2);
DefenseRouteAgent target = FindAgentWithImmunity(DefenseTowerKind.Summon);
Assert.That(target, Is.Not.Null);
yield return WaitForAgentReady(target);
FreezeEnemyControllers(FindRouteAgents());
DefenseTower fire = BuildTower(controller, player, 0, DefenseTowerKind.Direct);
DefenseTower support = BuildTower(controller, player, 4,
DefenseTowerKind.Empowering);
Assert.That(controller.TryUpgradeTowerAtPad(4, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(4, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(4, DefenseTowerBranch.Second), Is.True);
Assert.That(target.Enemy.TryReposition(support.transform.position), Is.True);
float health = target.Enemy.CurrentHealth;
Assert.That(controller.TryApplyTowerDamage(fire, target, 10f), Is.True);
float expected = BumpCombat.Combat.DamageCalculator.FinalizeDamage(
10f * (1f + controller.Tuning.SupportDamageBonusPerTier * 4)
* (1f + controller.Tuning.SmotheringDamageBonus));
Assert.That(health - target.Enemy.CurrentHealth,
Is.EqualTo(expected).Within(0.01f));
}
[UnityTest]
public IEnumerator DefensePrototype_EnemyDeathAwardsConstructionCurrencyOnceArrivalDoesNot()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
DefenseTower fire = BuildTower(controller, player, 0, DefenseTowerKind.Direct);
fire.enabled = false;
MovePlayerNear(player, Vector2.zero);
yield return WaitForRouteAgents(2);
DefenseRouteAgent killTarget = FindAgentWithImmunity(DefenseTowerKind.Summon);
DefenseRouteAgent arrivalTarget = FindAgentWithImmunity(DefenseTowerKind.Direct);
Assert.That(killTarget, Is.Not.Null);
Assert.That(arrivalTarget, Is.Not.Null);
yield return WaitForAgentReady(killTarget);
yield return WaitForAgentReady(arrivalTarget);
FreezeEnemyControllers(FindRouteAgents());
int currency = controller.ConstructionCurrency;
Assert.That(controller.TryApplyTowerDamage(fire, killTarget, 10000f), Is.True);
Assert.That(killTarget.Enemy.IsDead, Is.True);
Assert.That(controller.ConstructionCurrency,
Is.EqualTo(currency + controller.Tuning.EnemyKillCurrency));
Assert.That(controller.TryApplyTowerDamage(fire, killTarget, 10000f), Is.False);
Assert.That(controller.ConstructionCurrency,
Is.EqualTo(currency + controller.Tuning.EnemyKillCurrency));
DriveAgentToArrival(arrivalTarget);
Assert.That(controller.ConstructionCurrency,
Is.EqualTo(currency + controller.Tuning.EnemyKillCurrency));
}
[UnityTest]
public IEnumerator DefensePrototype_ColdSeismicAndImbuingHaveCombatEffects()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(500), Is.True);
yield return WaitForRouteAgents(2);
DefenseRouteAgent target = FindAgentWithImmunity(DefenseTowerKind.Direct);
Assert.That(target, Is.Not.Null);
yield return WaitForAgentReady(target);
FreezeEnemyControllers(FindRouteAgents());
DefenseTower cold = BuildTower(controller, player, 2, DefenseTowerKind.Cold);
DefenseTower support = BuildTower(controller, player, 5,
DefenseTowerKind.Empowering);
Assert.That(target.Enemy.TryReposition(cold.transform.position), Is.True);
float health = target.Enemy.CurrentHealth;
Assert.That(cold.TryPulse(), Is.True);
Assert.That(target.Enemy.CurrentHealth, Is.LessThan(health));
Assert.That(target.Enemy.MovementSpeedMultiplier, Is.LessThan(1f));
Assert.That(controller.TryUpgradeTowerAtPad(5, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(5, DefenseTowerBranch.None), Is.True);
Assert.That(controller.TryUpgradeTowerAtPad(5, DefenseTowerBranch.First), Is.True);
Assert.That(controller.GetTowerAttackIntervalMultiplier(cold),
Is.EqualTo(controller.Tuning.ImbuingAttackIntervalMultiplier));
DefenseTower seismic = BuildTower(controller, player, 4,
DefenseTowerKind.Seismic);
Assert.That(target.Enemy.TryReposition(seismic.transform.position), Is.True);
Assert.That(seismic.TryPulse(), Is.True);
Assert.That(target.Enemy.IsStunned, Is.True);
}
[UnityTest]
public IEnumerator DefensePrototype_TowerDamageUsesSightEfficiencyAndPortalImmunity()
{
@@ -452,15 +790,14 @@ namespace BumpCombat.PlayModeTests
Assert.That(relicReward, Is.Not.Null);
Assert.That(relicReward.DebugIsSelectionVisible, Is.True,
"Collecting a cleared portal reward must open its passive relic choice.");
Assert.That(relicReward.DebugShownCount, Is.EqualTo(3),
"The first portal must offer all three phase-five relics.");
Assert.That(relicReward.DebugShownPassiveRelicCount, Is.EqualTo(3),
"The first portal must offer three eligible relics from the current catalog.");
Assert.That(relicReward.DebugChooseOption(0), Is.True);
yield return null;
Assert.That(
player.GetComponent<PassiveRelicController>().Owns(
PassiveRelicId.TwinHornTalisman),
Is.True,
"Choosing the first portal option must acquire the shown passive relic.");
player.GetComponent<PassiveRelicController>().OwnedCount,
Is.EqualTo(1),
"Choosing the first portal option must acquire one passive relic.");
Assert.That(RunManager.Instance.IsSelectionOpen, Is.False);
Assert.That(RunManager.Instance.IsRunCleared, Is.False,
"Collecting one portal reward must not finish the two-portal run.");
@@ -473,10 +810,12 @@ namespace BumpCombat.PlayModeTests
+ controller.Tuning.PortalRewardCurrency * 2));
Assert.That(relicReward.DebugIsSelectionVisible, Is.True,
"The second cleared portal must offer another passive relic choice.");
Assert.That(relicReward.DebugShownCount, Is.EqualTo(2),
"A relic already chosen at the first portal must not appear again.");
Assert.That(relicReward.DebugShownPassiveRelicCount, Is.EqualTo(3),
"The expanded catalog still offers three candidates at the second portal.");
Assert.That(relicReward.DebugChooseOption(0), Is.True);
yield return null;
Assert.That(player.GetComponent<PassiveRelicController>().OwnedCount,
Is.EqualTo(2));
Assert.That(RunManager.Instance.IsRunCleared, Is.True,
"The run clears only after both portal relic choices are resolved.");
}
@@ -1022,6 +1361,419 @@ namespace BumpCombat.PlayModeTests
"A Thunder Crash echo must not grant its manual invulnerability.");
}
[UnityTest]
public IEnumerator WaveNail_UsesBaseBumpDamageAndDamagesEachEnemyOnce()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.WaveNail), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position
+ new Vector2(4f, 4f);
EnemyController original = CreateRelicTestEnemy(origin, ArtifactColor.Red);
EnemyController nearby = CreateRelicTestEnemy(origin + Vector2.right, ArtifactColor.Red);
yield return null;
original.enabled = false;
nearby.enabled = false;
GameObject duplicateCollider = new("Wave duplicate collider");
duplicateCollider.transform.SetParent(nearby.transform, false);
duplicateCollider.AddComponent<CircleCollider2D>().radius = 0.25f;
Physics2D.SyncTransforms();
float before = nearby.CurrentHealth;
CombatHitResult hit = new(
passiveRelicPlayer.gameObject,
original.gameObject,
false,
HitSide.Front,
20f,
Vector2.right,
0f,
origin,
baseBumpDamage: 10f);
CombatEvents.RaiseValidHit(hit);
float expected = DamageCalculator.FinalizeDamage(
10f * GameplayConstants.Current.PassiveRelics.WaveNailDamageFraction);
Assert.That(nearby.CurrentHealth, Is.EqualTo(before - expected).Within(0.01f));
CombatEvents.RaiseValidHit(hit);
Assert.That(nearby.CurrentHealth, Is.EqualTo(before - expected).Within(0.01f),
"One relic cooldown must cover the next valid hit.");
}
[UnityTest]
public IEnumerator CapacitorRing_ExcludesOriginalAndLimitsChainToThree()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.CapacitorRing), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position
+ new Vector2(4f, 4f);
EnemyController original = CreateRelicTestEnemy(origin, ArtifactColor.Red);
EnemyController[] neighbors = new EnemyController[4];
for (int i = 0; i < neighbors.Length; i++)
{
neighbors[i] = CreateRelicTestEnemy(
origin + Vector2.right * (0.5f + i * 0.5f),
ArtifactColor.Red);
}
yield return null;
original.enabled = false;
foreach (EnemyController neighbor in neighbors) neighbor.enabled = false;
Physics2D.SyncTransforms();
float originalBefore = original.CurrentHealth;
float[] before = System.Array.ConvertAll(neighbors, enemy => enemy.CurrentHealth);
CombatEvents.RaiseValidHit(new CombatHitResult(
passiveRelicPlayer.gameObject,
original.gameObject,
false,
HitSide.Front,
10f,
Vector2.right,
0f,
origin,
baseBumpDamage: 10f));
Assert.That(original.CurrentHealth, Is.EqualTo(originalBefore));
float expected = DamageCalculator.FinalizeDamage(
10f * GameplayConstants.Current.PassiveRelics.CapacitorRingDamageFraction);
for (int i = 0; i < neighbors.Length; i++)
{
Assert.That(neighbors[i].CurrentHealth,
Is.EqualTo(before[i] - (i < 3 ? expected : 0f)).Within(0.01f));
}
}
[UnityTest]
public IEnumerator EmberWick_AppliesExistingPhoenixIgnite()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.EmberWick), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position
+ new Vector2(4f, 4f);
EnemyController target = CreateRelicTestEnemy(origin, ArtifactColor.Red);
yield return null;
target.enabled = false;
CombatEvents.RaiseValidHit(new CombatHitResult(
passiveRelicPlayer.gameObject,
target.gameObject,
false,
HitSide.Front,
10f,
Vector2.right,
0f,
origin,
baseBumpDamage: 10f));
Assert.That(target.IsIgnited, Is.True);
ActiveArtifactDefinition phoenix = null;
for (int i = 0; i < passiveRelicArtifacts.CatalogCount; i++)
{
ActiveArtifactDefinition definition = passiveRelicArtifacts.GetCatalogArtifactAt(i);
if (definition != null && definition.Effect == ActiveArtifactEffect.Phoenix)
{
phoenix = definition;
break;
}
}
Assert.That(phoenix, Is.Not.Null);
Assert.That(target.IgniteRemaining,
Is.EqualTo(phoenix.NormalIgniteDuration).Within(0.01f));
}
[UnityTest]
public IEnumerator RuptureSeed_TriggersFromDirectRelicAttackKill()
{
yield return PreparePassiveRelicFixture(null);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController victim = CreateRelicTestEnemy(origin, ArtifactColor.Red);
EnemyController neighbor = CreateRelicTestEnemy(origin + Vector2.right, ArtifactColor.Red);
yield return null;
victim.enabled = false;
neighbor.enabled = false;
float before = neighbor.CurrentHealth;
Assert.That(victim.TryTakeDamage(victim.CurrentHealth + 1f, Vector2.zero,
0f, false, false, EnemyDamageSource.PassiveRelicAttack), Is.True);
Assert.That(neighbor.CurrentHealth, Is.LessThan(before));
}
[UnityTest]
public IEnumerator EmberCarrier_TransfersRemainingIgniteOnCreditedKill()
{
yield return PreparePassiveRelicFixture(ActiveArtifactEffect.Phoenix);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.EmberCarrier), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController victim = CreateRelicTestEnemy(origin, ArtifactColor.Red);
EnemyController neighbor = CreateRelicTestEnemy(origin + Vector2.right, ArtifactColor.Red);
yield return null;
victim.enabled = false;
neighbor.enabled = false;
Assert.That(victim.ApplyIgnite(3f, 1f, 2f), Is.True);
Assert.That(victim.TryTakeDamage(victim.CurrentHealth + 1f, Vector2.zero, 0f,
false, false, EnemyDamageSource.Player), Is.True);
Assert.That(neighbor.IsIgnited, Is.True);
Assert.That(neighbor.IgniteRemaining, Is.GreaterThan(0f));
}
[UnityTest]
public IEnumerator RiftWedge_ThreeOrdinaryHitsApplyExistingVulnerability()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.RiftWedge), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController target = CreateRelicTestEnemy(origin, ArtifactColor.Red);
yield return null;
target.enabled = false;
CombatHitResult hit = new(passiveRelicPlayer.gameObject, target.gameObject,
false, HitSide.Front, 1f, Vector2.right, 0f, origin, baseBumpDamage: 1f);
CombatEvents.RaiseValidHit(hit);
CombatEvents.RaiseValidHit(hit);
Assert.That(target.IsBumpVulnerable, Is.False);
CombatEvents.RaiseValidHit(hit);
Assert.That(target.IsBumpVulnerable, Is.True);
}
[UnityTest]
public IEnumerator ExecutionerSigil_FinishesLowHealthNonBossAfterOrdinaryHit()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.ExecutionerSigil), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController target = CreateRelicTestEnemy(origin, ArtifactColor.Red);
yield return null;
target.enabled = false;
SetEnemyCurrentHealth(target, target.MaximumHealth * 0.09f);
CombatEvents.RaiseValidHit(new CombatHitResult(passiveRelicPlayer.gameObject,
target.gameObject, false, HitSide.Front, 1f, Vector2.right, 0f,
origin, baseBumpDamage: 1f));
Assert.That(target.IsDead, Is.True);
}
[UnityTest]
public IEnumerator BackflowHeart_GrantsShieldAfterActualHpLossAndAbsorbsNextHit()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.BackflowHeart), Is.True);
PlayerHealth health = passiveRelicPlayer.GetComponent<PlayerHealth>();
SetTestField(health, "invulnerableUntil", Time.time - 1f);
Assert.That(health.TryTakeDamage(health.MaxHealth * 0.3f,
Vector2.right, 0f, fromEnemyAttack: false), Is.True);
Assert.That(health.CurrentShield, Is.Zero);
SetTestField(health, "invulnerableUntil", Time.time - 1f);
Assert.That(health.TryTakeDamage(health.MaxHealth * 0.4f,
Vector2.right, 0f), Is.True);
Assert.That(health.CurrentShield, Is.GreaterThan(0f));
float hpAfter = health.CurrentHealth;
SetTestField(health, "invulnerableUntil", Time.time - 1f);
Assert.That(health.TryTakeDamage(1f, Vector2.right, 0f), Is.True);
Assert.That(health.CurrentHealth, Is.EqualTo(hpAfter));
}
[UnityTest]
public IEnumerator CounterBell_SlowsNearbyEnemyAfterActualHpLoss()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.CounterBell), Is.True);
EnemyController target = CreateRelicTestEnemy(
(Vector2)passiveRelicPlayer.transform.position + Vector2.right,
ArtifactColor.Red);
yield return null;
target.enabled = false;
PlayerHealth health = passiveRelicPlayer.GetComponent<PlayerHealth>();
SetTestField(health, "invulnerableUntil", Time.time - 1f);
Assert.That(health.TryTakeDamage(10f, Vector2.right, 0f), Is.True);
Assert.That(target.MovementSpeedMultiplier, Is.EqualTo(0.7f).Within(0.001f));
}
[UnityTest]
public IEnumerator SprintWheel_ConsumesOneChargeOnNextOrdinaryBump()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.SprintWheel), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController original = CreateRelicTestEnemy(origin, ArtifactColor.Red);
EnemyController neighbor = CreateRelicTestEnemy(origin + Vector2.right, ArtifactColor.Red);
yield return null;
original.enabled = false;
neighbor.enabled = false;
Collider2D playerCollider = passiveRelicPlayer.GetComponent<Collider2D>();
float diameter = Mathf.Max(playerCollider.bounds.size.x, playerCollider.bounds.size.y);
passiveRelicController.AddVoluntaryMovement(diameter *
GameplayConstants.Current.PassiveRelics.SprintWheelRequiredBodyDiameters);
CombatHitResult hit = new(passiveRelicPlayer.gameObject, original.gameObject,
false, HitSide.Front, 10f, Vector2.right, 0f, origin, baseBumpDamage: 10f);
float before = neighbor.CurrentHealth;
CombatEvents.RaiseValidHit(hit);
Assert.That(neighbor.CurrentHealth, Is.LessThan(before));
float after = neighbor.CurrentHealth;
CombatEvents.RaiseValidHit(hit);
Assert.That(neighbor.CurrentHealth, Is.EqualTo(after));
}
[UnityTest]
public IEnumerator ConditionalRelics_RequireIgniteAndOwnedDamagingArtifact()
{
yield return PreparePassiveRelicFixture(null);
List<ActiveArtifactDefinition> owned = typeof(ActiveArtifactController)
.GetField("ownedArtifacts", BindingFlags.Instance | BindingFlags.NonPublic)
?.GetValue(passiveRelicArtifacts) as List<ActiveArtifactDefinition>;
Assert.That(owned, Is.Not.Null);
owned.Clear();
Assert.That(passiveRelicController.GetAvailableRelics(),
Has.None.EqualTo(PassiveRelicId.EmberCarrier));
Assert.That(passiveRelicController.GetAvailableRelics(),
Has.None.EqualTo(PassiveRelicId.ResonantCrystal));
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.EmberWick), Is.True);
Assert.That(passiveRelicController.GetAvailableRelics(),
Has.Some.EqualTo(PassiveRelicId.EmberCarrier));
ActiveArtifactDefinition phoenix = null;
for (int i = 0; i < passiveRelicArtifacts.CatalogCount; i++)
{
ActiveArtifactDefinition definition = passiveRelicArtifacts.GetCatalogArtifactAt(i);
if (definition != null && definition.Effect == ActiveArtifactEffect.Phoenix)
{
phoenix = definition;
break;
}
}
Assert.That(phoenix, Is.Not.Null);
owned.Add(phoenix);
Assert.That(passiveRelicController.GetAvailableRelics(),
Has.Some.EqualTo(PassiveRelicId.ResonantCrystal));
}
[UnityTest]
public IEnumerator HunterFeather_BoostsMoveSpeedAfterPlayerKill()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.HunterFeather), Is.True);
PlayerStats stats = passiveRelicPlayer.GetComponent<PlayerStats>();
float before = stats.MoveSpeed;
EnemyController victim = CreateRelicTestEnemy(
(Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f),
ArtifactColor.Red);
yield return null;
victim.enabled = false;
Assert.That(victim.TryTakeDamage(victim.CurrentHealth + 1f, Vector2.zero,
0f, false, false, EnemyDamageSource.Player), Is.True);
Assert.That(stats.MoveSpeed, Is.GreaterThan(before));
}
[UnityTest]
public IEnumerator BloodFang_HealsOnlyAfterValidHit()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.BloodFang), Is.True);
PlayerHealth health = passiveRelicPlayer.GetComponent<PlayerHealth>();
SetTestField(health, "<CurrentHealth>k__BackingField", health.MaxHealth - 20f);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController target = CreateRelicTestEnemy(origin, ArtifactColor.Red);
yield return null;
target.enabled = false;
float before = health.CurrentHealth;
CombatEvents.RaiseValidHit(new CombatHitResult(passiveRelicPlayer.gameObject,
target.gameObject, true, HitSide.Front, 1f, Vector2.right, 0f,
origin, baseBumpDamage: 1f));
Assert.That(health.CurrentHealth, Is.GreaterThan(before));
}
[UnityTest]
public IEnumerator RecoveryFunnel_RestoresGaugeFromPlayerCreditedKill()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.RecoveryFunnel), Is.True);
SetTestField(passiveRelicArtifacts, "<CurrentGauge>k__BackingField", 0f);
EnemyController victim = CreateRelicTestEnemy(
(Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f),
ArtifactColor.Red);
yield return null;
victim.enabled = false;
Assert.That(victim.TryTakeDamage(victim.CurrentHealth + 1f, Vector2.zero,
0f, false, false, EnemyDamageSource.Player), Is.True);
Assert.That(passiveRelicArtifacts.CurrentGauge, Is.GreaterThan(0f));
}
[UnityTest]
public IEnumerator PilgrimPouch_CreatesAtMostOneHealingOrb()
{
yield return PreparePassiveRelicFixture(null);
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.PilgrimPouch), Is.True);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController first = CreateRelicTestEnemy(origin, ArtifactColor.Red);
EnemyController second = CreateRelicTestEnemy(origin + Vector2.right * 5f,
ArtifactColor.Red);
yield return null;
first.enabled = false;
second.enabled = false;
Assert.That(first.TryTakeDamage(first.CurrentHealth + 1f, Vector2.zero,
0f, false, false, EnemyDamageSource.Player), Is.True);
Assert.That(UnityEngine.Object.FindObjectsByType<PassiveRelicHealingOrb>(
FindObjectsInactive.Exclude, FindObjectsSortMode.None).Length, Is.EqualTo(1));
Assert.That(second.TryTakeDamage(second.CurrentHealth + 1f, Vector2.zero,
0f, false, false, EnemyDamageSource.Player), Is.True);
Assert.That(UnityEngine.Object.FindObjectsByType<PassiveRelicHealingOrb>(
FindObjectsInactive.Exclude, FindObjectsSortMode.None).Length, Is.EqualTo(1));
PlayerHealth health = passiveRelicPlayer.GetComponent<PlayerHealth>();
SetTestField(health, "<CurrentHealth>k__BackingField", health.MaxHealth - 20f);
float hpBefore = health.CurrentHealth;
Assert.That(passiveRelicPlayer.TryReposition(origin), Is.True);
yield return null;
Assert.That(health.CurrentHealth, Is.GreaterThan(hpBefore));
}
[UnityTest]
public IEnumerator BattleBaton_BoostsVisibleDamageTowersNotSummons()
{
yield return StartDefenseRun();
DefensePrototypeController controller = DefensePrototypeController.Instance;
PlayerController player = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
Assert.That(controller.TryAwardBondLedgerCurrency(100), Is.True);
DefenseTower direct = BuildTower(controller, player, 0, DefenseTowerKind.Direct);
DefenseTower summon = BuildTower(controller, player, 1, DefenseTowerKind.Summon);
DefenseTower lightning = BuildTower(controller, player, 4,
DefenseTowerKind.Lightning);
Assert.That(player.TryReposition(summon.transform.position), Is.True);
Assert.That(controller.TryBoostVisibleTowers(3f), Is.False,
"Only a summon tower is currently within sight.");
Assert.That(player.TryReposition(direct.transform.position), Is.True);
Assert.That(controller.TryBoostVisibleTowers(3f), Is.True);
Dictionary<DefenseTower, float> boosted = typeof(DefensePrototypeController)
.GetField("boostedTowers", BindingFlags.Instance | BindingFlags.NonPublic)
?.GetValue(controller) as Dictionary<DefenseTower, float>;
Assert.That(boosted, Is.Not.Null);
Assert.That(boosted.ContainsKey(direct), Is.True);
Assert.That(boosted.ContainsKey(lightning), Is.True);
Assert.That(boosted.ContainsKey(summon), Is.False);
}
[UnityTest]
public IEnumerator BondLedger_AwardsCurrencyForRecentlyBumpedTowerKill()
{
yield return StartDefenseRun();
passiveRelicPlayer = UnityEngine.Object.FindAnyObjectByType<PlayerController>();
passiveRelicController = passiveRelicPlayer.GetComponent<PassiveRelicController>();
Assert.That(passiveRelicController.TryAcquire(PassiveRelicId.BondLedger), Is.True);
#if UNITY_EDITOR
PassiveRelicController.RandomRollForTests = () => 0f;
#endif
SpawnDirector director = UnityEngine.Object.FindAnyObjectByType<SpawnDirector>();
director.enabled = false;
EnemyController[] prefabs = typeof(SpawnDirector).GetField("enemyPrefabs",
BindingFlags.Instance | BindingFlags.NonPublic)?.GetValue(director) as EnemyController[];
Assert.That(prefabs, Is.Not.Null);
foreach (EnemyController prefab in prefabs)
{
if (prefab != null && prefab.Definition != null
&& prefab.Definition.Kind == EnemyKind.Skeleton)
{
passiveRelicEnemyPrefab = prefab;
break;
}
}
Assert.That(passiveRelicEnemyPrefab, Is.Not.Null);
Vector2 origin = (Vector2)passiveRelicPlayer.transform.position + new Vector2(4f, 4f);
EnemyController victim = CreateRelicTestEnemy(origin, ArtifactColor.Red);
yield return null;
victim.enabled = false;
CombatEvents.RaiseValidHit(new CombatHitResult(passiveRelicPlayer.gameObject,
victim.gameObject, false, HitSide.Front, 1f, Vector2.right, 0f,
origin, baseBumpDamage: 1f));
int before = DefensePrototypeController.Instance.ConstructionCurrency;
Assert.That(victim.TryTakeDamage(victim.CurrentHealth + 1f, Vector2.zero,
0f, false, false, EnemyDamageSource.Tower), Is.True);
Assert.That(DefensePrototypeController.Instance.ConstructionCurrency,
Is.EqualTo(before + 1));
}
private PassiveRelicController passiveRelicController;
private ActiveArtifactController passiveRelicArtifacts;
private PlayerController passiveRelicPlayer;