public LoadCharacterState(CombatSystem cSys, EntityMaintenanceSystem eMaintSys, EntityManager eMan, StateMachine sMach)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = eMaintSys;
     entityManager = eMan;
     stateSystem = sMach;
 }
 public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = entMaintSys;
     entityManager = eMan;
     nameSystem = nSys;
 }
 public NewCharacterState(CombatSystem cSys, EntityMaintenanceSystem eSys, EntityManager eMan, StateMachine sMach, PlayerSystem pSys, AISystem aiSys)
 {
     combatSystem = cSys;
     entMaintenanceSystem = eSys;
     playerSystem = pSys;
     entityManager = eMan;
     stateSystem = sMach;
     aiSystem = aiSys;
 }
Beispiel #4
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        public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap)
        {
            entMaintenanceSystem = entSys;
            stateSystem = sM;
            playerSystem = pS;
            gameMap = gMap;

            saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys);
        }
        public EnemyGenerator(Lua Lua, CombatSystem cSys, EntityManager eMan)
        {
            combatSystem = cSys;
            entityManager = eMan;
            lua = Lua;

            RegisterLuaFunctions();

            instance = this;
        }
Beispiel #6
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        public CombatState(Lua Lua, EffectSystem eSys, NameSystem nSys, PlayerSystem pSys, EntityManager eMan,CombatSystem cSys,GameMap gMap, StateMachine sMach)
        {
            lua = Lua;
            effectSystem = eSys;
            combatSystem = cSys;
            nameSystem = nSys;
            playerSystem = pSys;
            entityManager = eMan;
            gameMap = gMap;
            stateSystem = sMach;

            RegisterLuaFunctions();
        }
 public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys)
 {
     effectSystem = eSys;
     entityManager = eMan;
     equipmentSystem = eqSys;
     experienceSystem = xSys;
     gearSystem = gSys;
     inventorySystem=invSys;
     itemSystem = iSys;
     nameSystem = nSys;
     playerSystem = pSys;
     professionSystem = profSys;
     statsSystem = sSys;
     modifierSystem = smSys;
 }
 public MessageDispatcher(EntityManager eM)
 {
     entityManager = eM;
     instance = this;
 }
Beispiel #9
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 public ItemGenerator(EntityManager eM, StatModifierSystem smSys)
 {
     entityManager = eM;
     modifierSystem = smSys;
     instance = this;
 }
Beispiel #10
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 public GameOverState(NameSystem nS, StateMachine sM, EntityManager eM)
 {
     nameSystem = nS;
     stateSystem = sM;
     entityManager = eM;
 }
Beispiel #11
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        private void InitializeSuperSystems()
        {          
            entityMaintenanceSystem = new EntityMaintenanceSystem(effectSystem, entityManager, equipmentSystem, experienceSystem, gearSystem, inventorySystem, itemSystem, nameSystem, playerSystem, professionSystem, statsSystem, modifierSystem);
            combatSystem = new CombatSystem(lua, actionSystem, aInventorySystem, aiSystem, dropSystem, effectSystem, entityMaintenanceSystem, experienceSystem, inventorySystem, nameSystem, playerSystem, statsSystem);

            entityManager = new EntityManager(stateSystem, dropSystem, playerSystem, statsSystem, itemSystem, modifierSystem, effectSystem, equipmentSystem, aiSystem, gearSystem, experienceSystem, inventorySystem, nameSystem, professionSystem, actionSystem, aInventorySystem, combatSystem, entityMaintenanceSystem);
            messageDispatcher = new MessageDispatcher(entityManager);
            itemGenerator = new ItemGenerator(entityManager, modifierSystem);
            enemyGenerator = new EnemyGenerator(lua, combatSystem, entityManager);
        }
        public bool Extract(CombatSystem combatSystem, EntityMaintenanceSystem entityMaintenanceSystem, EntityManager entityManager)
        {
            entityManager.AddEntity(character);
            entityManager.RegisterEntityComponents(character.ID);

            entityManager.AddEntity(profession);
            entityManager.RegisterEntityComponents(profession.ID);

            entityMaintenanceSystem.SetProfessionID(character.ID, profession.ID);

            for (int i = 0; i < equippedItems.Count; i++)
            {
                entityManager.AddEntity(equippedItems[i]);
                entityManager.RegisterEntityComponents(equippedItems[i].ID);
            }

            for (int i = 0; i < inventoryContents.Count; i++)
            {
                entityManager.AddEntity(inventoryContents[i]);
                entityManager.RegisterEntityComponents(inventoryContents[i].ID);
            }

            for (int i = 0; i < actionItems.Count; i++)
            {
                entityManager.AddEntity(actionItems[i]);
                entityManager.RegisterEntityComponents(actionItems[i].ID);
            }

            combatSystem.AddAIState(character.ID, "player");
            entityMaintenanceSystem.UpdateCurrentStatValues(character.ID);
            for (int i = 0; i < 4; i++)
            {
                combatSystem.Draw(character.ID, 0);
            }

            return true;
        }