Beispiel #1
0
    protected override void OnUpdate()
    {
        Entities
        .WithAll <InventoryItemReference>()
        .ForEach((Entity entity, DynamicBuffer <StartingInventoryItem> startingInventoryBuffer) =>
        {
            NativeArray <StartingInventoryItem> startingInventory = startingInventoryBuffer.ToNativeArray(Allocator.Temp);
            NativeArray <(Entity item, int stack)> itemTransfers  = new NativeArray <(Entity item, int stack)>(startingInventoryBuffer.Length, Allocator.Temp);

            var random = World.Random();

            for (int i = 0; i < startingInventory.Length; i++)
            {
                var itemPrefab   = _itemBankSystem.GetItemPrefab(startingInventory[i].ItemAssetId);
                itemTransfers[i] = (itemPrefab, random.NextInt(startingInventory[i].StacksMin, startingInventory[i].StacksMax));
            }

            ItemTransationBatch itemTransationBatch = new ItemTransationBatch()
            {
                Source         = null,
                Destination    = entity,
                ItemsAndStacks = itemTransfers,
                OutResults     = default
            };

            CommonWrites.ExecuteItemTransaction(Accessor, itemTransationBatch);

            // Remove starting inventory buffer
            EntityManager.RemoveComponent <StartingInventoryItem>(entity);
        })
        .WithoutBurst()
        .WithStructuralChanges()
        .Run();
    }
Beispiel #2
0
    public static bool RequestUseItem(ISimGameWorldReadWriteAccessor accessor, Entity actor, Entity item, GameAction.UseParameters parameters = null)
    {
        if (!CommonReads.CanUseItem(accessor, actor, item, out ItemUnavailablityReason unavailabilityReason))
        {
            Log.Warning($"Instigator {accessor.GetNameSafe(actor)} cannot use item {accessor.GetNameSafe(item)} because of {unavailabilityReason}");
            return(false);
        }

        accessor.TryGetComponent(item, out ItemAction itemAction);

        CommonWrites.RequestExecuteGameAction(accessor, item, itemAction, parameters);

        // reduce consumable amount
        if (accessor.GetComponent <StackableFlag>(item))
        {
            CommonWrites.DecrementItem(accessor, item, actor);
        }

        // reduce instigator AP
        if (accessor.TryGetComponent(item, out ItemSettingAPCost itemActionPointCost) && itemActionPointCost.Value != 0)
        {
            CommonWrites.ModifyStatFix <ActionPoints>(accessor, actor, -itemActionPointCost.Value);
        }

        // Cooldown
        if (accessor.TryGetComponent(item, out ItemTimeCooldownData itemTimeCooldownData))
        {
            accessor.SetOrAddComponent(item, new ItemCooldownTimeCounter()
            {
                Value = itemTimeCooldownData.Value
            });
        }

        return(true);
    }
Beispiel #3
0
    private void ExecuteEquipItemInput(PawnControllerInputEquipItem pawnInputEquipItem, Entity pawn)
    {
        // Pawn has inventory ?
        if (!EntityManager.HasComponent <InventoryItemReference>(pawn))
        {
            return;
        }

        // Find chest inventory
        Entity chestEntity = pawnInputEquipItem.ChestEntity;

        if (!EntityManager.HasComponent <InventoryItemReference>(chestEntity))
        {
            return;
        }

        // Get item buffer
        DynamicBuffer <InventoryItemReference> chestInventory = GetBuffer <InventoryItemReference>(chestEntity);

        if (chestInventory.Length <= pawnInputEquipItem.ItemIndex)
        {
            return;
        }

        Entity item = chestInventory[pawnInputEquipItem.ItemIndex].ItemEntity;

        CommonWrites.MoveItemAll(Accessor, item, source: chestEntity, destination: pawn);
    }
Beispiel #4
0
 protected override void OnUpdate()
 {
     Entities
     .WithoutBurst()
     .WithStructuralChanges()
     .ForEach((Entity entity, ref Health health, ref FixTranslation translation, ref ExplodeOnDeath explodeOnDeath) =>
     {
         if (health.Value <= 0)
         {
             CommonWrites.RequestExplosion(Accessor, entity, translation.Value, explodeOnDeath.Radius, explodeOnDeath.Damage, explodeOnDeath.DestroyTiles);
         }
     }).Run();
 }
Beispiel #5
0
    private void ExecuteUseItemInput(PawnControllerInputUseItem inputUseItem, Entity pawn)
    {
        void LogDiscardReason(string str)
        {
            Log.Info($"Discarding {inputUseItem.PawnController}'s input : {str}");
        }

        if (!EntityManager.TryGetBuffer(pawn, out DynamicBuffer <InventoryItemReference> inventory))
        {
            LogDiscardReason($"Pawn has no {nameof(DynamicBuffer<InventoryItemReference>)}.");
            return;
        }

        if (inputUseItem.ItemIndex < 0 || inputUseItem.ItemIndex >= inventory.Length)
        {
            LogDiscardReason($"Item {inputUseItem.ItemIndex} is out of range ({inventory.Length}).");
            return;
        }

        Entity item = inventory[inputUseItem.ItemIndex].ItemEntity;

        CommonWrites.RequestUseItem(Accessor, pawn, item, inputUseItem.GameActionData);
    }
    protected override void OnUpdate()
    {
        // Clear Damage Applied Events
        GetSingletonBuffer <EventExplosion>().Clear();

        DynamicBuffer <SystemRequestExplosion> explosionRequestBuffer = GetSingletonBuffer <SystemRequestExplosion>();

        if (explosionRequestBuffer.Length > 0)
        {
            NativeArray <SystemRequestExplosion> requests = explosionRequestBuffer.ToNativeArray(Allocator.Temp);
            explosionRequestBuffer.Clear();
            NativeList <DistanceHit> hits = new NativeList <DistanceHit>(Allocator.Temp);

            foreach (SystemRequestExplosion request in requests)
            {
                if (request.DestroyTiles)
                {
                    DestroyTiles(request.Position, request.Radius);
                }

                if (CommonReads.Physics.OverlapCircle(Accessor, request.Position, request.Radius, hits))
                {
                    CommonWrites.RequestDamage(Accessor, hits, request.Damage);

                    if (request.Damage > 0)
                    {
                        // request impulses for every hit
                        foreach (DistanceHit hit in hits)
                        {
                            if (!HasComponent <PhysicsVelocity>(hit.Entity))
                            {
                                continue;
                            }

                            _applyImpulseSystem.RequestImpulseRadial(new RadialImpulseRequestData()
                            {
                                StrengthMin = IMPULSE_MIN,
                                StrengthMax = IMPULSE_MAX,
                                IgnoreMass  = false,
                                Position    = request.Position,
                                Radius      = request.Radius,
                                Target      = hit.Entity
                            });
                        }
                    }
                }

                _newExplosionEvents.Add(new EventExplosion()
                {
                    Position = request.Position, Radius = request.Radius
                });
            }

            var explosionEvents = GetSingletonBuffer <EventExplosion>();
            foreach (EventExplosion evnt in _newExplosionEvents)
            {
                explosionEvents.Add(evnt);
            }
            _newExplosionEvents.Clear();
        }
    }
    protected override void OnUpdate()
    {
        Entities
        .ForEach((Entity portalEntity, in Portal portalData, in FixTranslation portalPos) =>
        {
            fix2 portalPosition     = portalPos.Value;
            fix2 portalNextPosition = portalData.NextPos;

            if (EntityManager.TryGetBuffer(portalEntity, out DynamicBuffer <EntitiesInsidePortalBufferData> entitiesInsidePortal) &&
                EntityManager.TryGetBuffer(portalEntity, out DynamicBuffer <EntitiesTeleportedByPortalBufferData> entitiesTeleported) &&
                EntityManager.TryGetBuffer(portalData.NextPortal, out DynamicBuffer <EntitiesInsidePortalBufferData> entitiesInsideNextPortal) &&
                EntityManager.TryGetBuffer(portalData.NextPortal, out DynamicBuffer <EntitiesTeleportedByPortalBufferData> nextPortalTeleportedEntities))
            {
                // when entity inside a portal, if we didn't just teleported it and was not teleported by other portal, teleport
                Entities
                .ForEach((Entity entity, ref FixTranslation entityPos) =>
                {
                    if (HasComponent <PhysicsVelocity>(entity))
                    {
                        if (IsInsidePortal(entity, entitiesInsidePortal) && !WasTeleported(entity, nextPortalTeleportedEntities) && !WasTeleported(entity, entitiesTeleported))
                        {
                            int entityIndex = GetIndexOfEntity(entity, entitiesTeleported);
                            if (entityIndex == -1)
                            {
                                entitiesTeleported.Add(new EntitiesTeleportedByPortalBufferData()
                                {
                                    entity = entity
                                });
                                CommonWrites.RequestTeleport(Accessor, entity, portalNextPosition);
                            }
                        }
                    }
                })
                .WithoutBurst()
                .Run();

                // Update entities inside portal
                Entities
                .ForEach((Entity entity, ref FixTranslation entityPos) =>
                {
                    if (HasComponent <PhysicsVelocity>(entity))
                    {
                        fix2 pawnPosition = entityPos.Value;

                        if (IsInsidePortalPositionRange(portalPosition, pawnPosition))
                        {
                            // we're inside the portal, add us to the list if not already there
                            int entityIndex = GetIndexOfEntity(entity, entitiesInsidePortal);
                            if (entityIndex == -1)
                            {
                                entitiesInsidePortal.Add(new EntitiesInsidePortalBufferData()
                                {
                                    entity = entity
                                });
                            }
                        }
                        else
                        {
                            // we're not in the portal anymore, remove us if found
                            int entityIndex = GetIndexOfEntity(entity, entitiesInsidePortal);
                            if (entityIndex >= 0)
                            {
                                entitiesInsidePortal.RemoveAt(entityIndex);
                            }

                            // we exited the portal without teleporting, this means the other portal can now teleport us
                            if (!WasTeleported(entity, entitiesTeleported))
                            {
                                int entityIndexNextPortal = GetIndexOfEntity(entity, nextPortalTeleportedEntities);
                                if (entityIndexNextPortal >= 0)
                                {
                                    nextPortalTeleportedEntities.RemoveAt(entityIndexNextPortal);
                                }
                            }
                        }
                    }
                })
                .WithoutBurst()
                .Run();
            }
        })
    // Add new cheat classes here!

    public void HandleCheat(SimCheatInput cheat)
    {
        switch (cheat)
        {
        case SimInputCheatToggleInvincible toggleInvicible:
        {
            Entity groupHeader = GetSingletonEntity <PlayerGroupDataTag>();

            if (EntityManager.Exists(groupHeader))
            {
                const int DISTANT_FUTURE = 9999999;
                if (TryGetComponent(groupHeader, out InvincibleUntilTime invincibleUntilTime))
                {
                    EntityManager.AddComponentData(groupHeader, new InvincibleUntilTime()
                        {
                            Time = invincibleUntilTime.Time == DISTANT_FUTURE ? 0 : DISTANT_FUTURE
                        });
                }
                else
                {
                    EntityManager.AddComponentData(groupHeader, new InvincibleUntilTime()
                        {
                            Time = DISTANT_FUTURE
                        });
                }
            }
            break;
        }

        case SimInputCheatDamageSelf damagePlayer:
        {
            Entity player = CommonReads.FindPlayerEntity(Accessor, damagePlayer.PlayerId);

            if (EntityManager.Exists(player) &&
                EntityManager.TryGetComponentData(player, out ControlledEntity pawn))
            {
                if (damagePlayer.Damage > 0)
                {
                    CommonWrites.RequestDamage(Accessor, pawn, damagePlayer.Damage);
                }
                else
                {
                    CommonWrites.RequestHeal(Accessor, pawn, -damagePlayer.Damage);
                }
            }
            break;
        }

        case SimInputCheatAddAllItems addAllItems:
        {
            Entity player = CommonReads.FindPlayerEntity(Accessor, addAllItems.PlayerId);

            if (EntityManager.Exists(player) &&
                EntityManager.TryGetComponentData(player, out ControlledEntity pawn))
            {
                if (HasComponent <InventoryCapacity>(pawn))
                {
                    SetComponent <InventoryCapacity>(pawn, 999);
                }

                var itemBankSystem = Accessor.GetExistingSystem <GlobalItemBankSystem>();
                var allItems       = itemBankSystem.GetAllItemPrefabs();

                NativeArray <(Entity item, int stack)> itemTransfers = new NativeArray <(Entity item, int stack)>(allItems.Length, Allocator.Temp);

                for (int i = 0; i < allItems.Length; i++)
                {
                    itemTransfers[i] = (allItems[i], 99);
                }

                ItemTransationBatch itemTransationBatch = new ItemTransationBatch()
                {
                    Source         = null,
                    Destination    = pawn,
                    ItemsAndStacks = itemTransfers,
                    OutResults     = default
                };

                CommonWrites.ExecuteItemTransaction(Accessor, itemTransationBatch);
            }
            break;
        }

        case SimInputCheatTeleport teleport:
        {
            Entity player = CommonReads.FindPlayerEntity(Accessor, teleport.PlayerId);

            if (EntityManager.Exists(player) &&
                EntityManager.TryGetComponentData(player, out ControlledEntity pawn))
            {
                CommonWrites.RequestTeleport(Accessor, pawn, teleport.Destination);
            }
            break;
        }

        case SimInputCheatRemoveAllCooldowns _:
        {
            if (HasSingleton <NoCooldownTag>())
            {
                EntityManager.DestroyEntity(GetSingletonEntity <NoCooldownTag>());
            }
            else
            {
                Entity entity = EntityManager.CreateEntity();
                EntityManager.AddComponentData(entity, new NoCooldownTag());
            }

            break;
        }

        case SimInputCheatImpulseSelf impulseSelf:
        {
            Entity player = CommonReads.FindPlayerEntity(Accessor, impulseSelf.PlayerId);

            if (EntityManager.Exists(player) &&
                EntityManager.TryGetComponentData(player, out ControlledEntity pawn))
            {
                PhysicsVelocity vel = EntityManager.GetComponentData <PhysicsVelocity>(pawn);
                vel.Linear += impulseSelf.ImpulseValue;
                SetComponent <PhysicsVelocity>(pawn, vel);
            }
            break;
        }

        case SimInputCheatSoloPlay soloPlay:
        {
            Entity player = CommonReads.FindPlayerEntity(Accessor, soloPlay.PlayerId);

            if (!HasComponent <ControlledEntity>(player))
            {
                return;
            }

            // _________________________________________ Find Pawns _________________________________________ //
            Entity currentPawn  = Entity.Null;
            Entity newPawn      = Entity.Null;
            int    newPawnIndex = soloPlay.PawnIndex;

            if (EntityManager.TryGetComponentData(player, out ControlledEntity pawn))
            {
                currentPawn = pawn;
            }

            Entities.ForEach((Entity entity, in PlayerGroupMemberIndex memberIndex) =>
                {
                    if (memberIndex == newPawnIndex)
                    {
                        newPawn = entity;
                    }
                }).Run();


            // _________________________________________ Update Possession _________________________________________ //
            if (currentPawn != Entity.Null)
            {
                SetComponent <Controllable>(currentPawn, default);
            }

            if (newPawn != Entity.Null)
            {
                SetComponent <Controllable>(newPawn, player);
            }

            SetComponent <ControlledEntity>(player, newPawn);

            // _________________________________________ Disable Auto Attack on Others _________________________________________ //
            Entities.WithAll <PlayerGroupMemberIndex>()
            .ForEach((Entity entity, DynamicBuffer <InventoryItemReference> inventory) =>
                {
                    // implementation note: Keep 'EntityManager.HasComponent', otherwise it will cause an "invalidated by a structural change" exception
                    var items = inventory.ToNativeArray(Allocator.Temp);
                    if (entity != newPawn)
                    {
                        foreach (var item in items)
                        {
                            if (EntityManager.HasComponent <AutoAttackProgress>(item.ItemEntity))
                            {
                                EntityManager.RemoveComponent <AutoAttackProgress>(item.ItemEntity);
                            }
                        }
                    }
                    else
                    {
                        foreach (var item in items)
                        {
                            if (!EntityManager.HasComponent <AutoAttackProgress>(item.ItemEntity) && EntityManager.HasComponent <ShouldAutoAttack>(item.ItemEntity))
                            {
                                EntityManager.AddComponent <AutoAttackProgress>(item.ItemEntity);
                            }
                        }
                    }
                }).WithoutBurst()
            .WithStructuralChanges()
            .Run();

            break;
        }
        }
    }