Example #1
0
        public static Entity CreateGallicVeteranInfantry(int currentTick, int formationNumber, Unit unit, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Gallic Veteran Infantry");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // TODO: one day I'll have different AIs
            e.AddComponent(new IberianLightInfantryAIComponent());
            e.AddComponent(AIRotationComponent.Create(.4, false));
            e.AddComponent(AIMoraleComponent.Create(100, 90));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 9, meleeAttack: 50, rangedAttack: 10));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 2, maxHp: 55, maxFooting: 110, meleeDefense: 30, rangedDefense: 45));
            e.AddComponent(DisplayComponent.Create(_texGallicVeteranInfantryPath, "An armored Gallic veteran. Fights defensively, but hits hard.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Example #2
0
        public static Entity CreatePlayerEntity(int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "You");

            // TODO: modify PlayerAIComponent to it doesn't, you know...need these.
            e.AddComponent(new PlayerAIComponent());
            e.AddComponent(AIRotationComponent.Create(.60, true));
            e.AddComponent(AIMoraleComponent.Create(100, 100));

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, power: 8, meleeAttack: 55, rangedAttack: 10)); // TODO: make player not Ares
            e.AddComponent(CollisionComponent.Create(blocksMovement: true, blocksVision: false));
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 70, maxFooting: 95, meleeDefense: 30, rangedDefense: 60, isInvincible: false));
            e.AddComponent(DisplayComponent.Create(_texPlayerPath, "It's you!", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(FactionName.PLAYER));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.PLAYER_DEFEAT
            }));
            e.AddComponent(PlayerComponent.Create(isInFormation: true));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPTrackerComponent.Create(levelUpBase: 200, levelUpFactor: 150));

            return(e);
        }
Example #3
0
        public static Entity CreatePunicHeavyInfantry(int currentTick, int formationNumber, Unit unit, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Punic Heavy Infantry");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // TODO: one day I'll have different AIs
            e.AddComponent(new IberianLightInfantryAIComponent());
            e.AddComponent(AIRotationComponent.Create(.4, false));
            e.AddComponent(AIMoraleComponent.Create(100, 90));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 11, meleeAttack: 55, rangedAttack: 10));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 4, maxHp: 80, maxFooting: 140, meleeDefense: 40, rangedDefense: 45));
            e.AddComponent(DisplayComponent.Create(_texPunicHeavyInfantryPath, "Carthage's very best heavy infantry.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Example #4
0
        public static Entity CreateHastatusEntity(int currentTick, int formationNumber, Unit unit, FactionName faction,
                                                  int numPilas = 1, int startingMorale = 45)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Hastatus");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new HastatusAIComponent(numPilas));
            e.AddComponent(AIRotationComponent.Create(.60, false));
            e.AddComponent(AIMoraleComponent.Create(100, startingMorale));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 5, meleeAttack: 50, rangedAttack: 30));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 2, maxHp: 45, maxFooting: 80, meleeDefense: 10, rangedDefense: 25));
            e.AddComponent(DisplayComponent.Create(_texHastatusPath, "A young and eager soldier.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Example #5
0
        public static Entity CreatePrincepsEntity(int currentTick, int formationNumber, Unit unit, FactionName faction,
                                                  int numPilas = 1, int startingMorale = 65)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Princeps");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // Princeps AI is essentially the same as Hastatus AI
            e.AddComponent(new HastatusAIComponent(numPilas));
            e.AddComponent(AIRotationComponent.Create(.60, false));
            e.AddComponent(AIMoraleComponent.Create(100, startingMorale));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 6, meleeAttack: 55, rangedAttack: 30));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 2, maxHp: 65, maxFooting: 100, meleeDefense: 15, rangedDefense: 30));
            e.AddComponent(DisplayComponent.Create(_texPrincepsPath, "An experienced swordsman with good equipment.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
        public void IncludesEntityGroup()
        {
            var         component    = ActionTimeComponent.Create(0, 0);
            JsonElement deserialized = JsonSerializer.Deserialize <JsonElement>(component.Save());

            Assert.Equal(ActionTimeComponent.ENTITY_GROUP, deserialized.GetProperty("EntityGroup").GetString());
        }
Example #7
0
        public static Entity CreateIberianLightInfantry(int currentTick, int formationNumber, Unit unit, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Iberian Light Infantry");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new IberianLightInfantryAIComponent());
            e.AddComponent(AIRotationComponent.Create(.7, false));
            e.AddComponent(AIMoraleComponent.Create(100, 90));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 5, meleeAttack: 55, rangedAttack: 10));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 1, maxHp: 40, maxFooting: 75, meleeDefense: 15, rangedDefense: 5));
            e.AddComponent(DisplayComponent.Create(_texIberianLightInfantryPath, "A fast, deatly, and barely armored Iberian swordsman.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 80));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Example #8
0
        public static Entity CreateTriariusEntity(int currentTick, int formationNumber, Unit unit, FactionName faction,
                                                  int startingMorale = 85)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Triarius");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // TODO: different AI
            e.AddComponent(new HastatusAIComponent(0));
            e.AddComponent(AIRotationComponent.Create(.60, false));
            e.AddComponent(AIMoraleComponent.Create(100, startingMorale));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 8, meleeAttack: 70, rangedAttack: 30));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 3, maxHp: 85, maxFooting: 120, meleeDefense: 30, rangedDefense: 45));
            e.AddComponent(DisplayComponent.Create(_texTriariusPath, "An elite spearman of the legion.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
        public void SerializesAndDeserializesCorrectly()
        {
            var    component = ActionTimeComponent.Create(37, 57);
            string saved     = component.Save();

            var newComponent = ActionTimeComponent.Create(saved);

            Assert.Equal(component.NextTurnAtTick, newComponent.NextTurnAtTick);
            Assert.Equal(component.LastTurnAtTick, newComponent.LastTurnAtTick);
        }
Example #10
0
        public static Entity CreateProjectileEntity(Entity source, ProjectileType type, int power, EncounterPath path, int speed, int currentTick)
        {
            var displayData = projectileTypeToProjectileDisplay[type];

            var e = CreateEntity(Guid.NewGuid().ToString(), displayData.Name);

            e.AddComponent(PathAIComponent.Create(path));

            e.AddComponent(ActionTimeComponent.Create(currentTick)); // Should it go instantly or should it wait for its turn...?
            e.AddComponent(AttackerComponent.Create(source.EntityId, power));
            e.AddComponent(CollisionComponent.Create(false, false, true, true));
            e.AddComponent(DisplayComponent.Create(displayData.TexturePath, "A projectile.", false, PROJECTILE_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(speed));

            return(e);
        }
Example #11
0
        private static Entity CreateGunshipEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "gunship");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new GunshipAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 4, maxHp: 50));
            e.AddComponent(DisplayComponent.Create(_texGunshipPath, "A sturdy gunship, armed with anti-fighter flak and a cannon.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 100));

            return(e);
        }
Example #12
0
        private static Entity CreateDestroyerEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "destroyer");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new DestroyerAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 15, maxHp: 200));
            e.AddComponent(DisplayComponent.Create(_texDestroyerPath, "A larger anti-fighter craft with a ferocious flak barrage.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 300));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 500));

            return(e);
        }
Example #13
0
        private static Entity CreateCruiserEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "cruiser");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new CruiserAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 10, maxHp: 300));
            e.AddComponent(DisplayComponent.Create(_texCruiserPath, "A heavily armed and armored behemoth with a ferocious railgun.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 400));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 1000));

            return(e);
        }
Example #14
0
        private static Entity CreateCarrierEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "carrier");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new CarrierAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 500));
            e.AddComponent(DisplayComponent.Create(_texCarrierPath, "An extremely slow carrier, which launches fighters or scouts every action.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 200));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 2000));

            return(e);
        }
Example #15
0
        public static Entity CreateCommanderEntity(int currentTick, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Hidden Commander Unit");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new CommanderAIComponent());

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(9999, 9999, 9999, 9999, 9999, isInvincible: true));
            e.AddComponent(DisplayComponent.Create(_texTriariusPath, "Hidden Commander Unit", false, ENTITY_Z_INDEX, visible: false));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(XPValueComponent.Create(xpValue: 9999));

            return(e);
        }
Example #16
0
        private static Entity CreateScoutEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "scout");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new ScoutAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 10));
            e.AddComponent(DisplayComponent.Create(_texScoutPath, "A small scout craft, armed with a shotgun.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 75));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Example #17
0
        private static Entity CreateFrigateEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "frigate");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new FrigateAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 10, maxHp: 150));
            e.AddComponent(DisplayComponent.Create(_texFrigatePath, "An escort ship sporting a reverser gun, as well as secondary batteries.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 250));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 200));

            return(e);
        }
Example #18
0
        private static Entity CreateFighterEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "fighter");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new FighterAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 30));
            e.AddComponent(DisplayComponent.Create(_texFighterPath, "An interceptor craft armed with a rapid-fire cannon.", false, ENTITY_Z_INDEX));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 125));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 50));

            return(e);
        }
Example #19
0
        private static Entity CreateDiplomatEntity(string activationGroupId, int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "diplomat");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new DiplomatAIComponent(activationGroupId));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 100));
            e.AddComponent(DisplayComponent.Create(_texDiplomatPath, "Your target, the diplomat!", false, ENTITY_Z_INDEX));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.PLAYER_VICTORY
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPValueComponent.Create(xpValue: 0));

            return(e);
        }
Example #20
0
        public static Entity CreatePlayerEntity(int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "player");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(CollisionComponent.Create(blocksMovement: true, blocksVision: false));
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 100, isInvincible: false));
            e.AddComponent(DisplayComponent.Create(_texPlayerPath, "It's you!", false, ENTITY_Z_INDEX));
            e.AddComponent(InventoryComponent.Create(inventorySize: 26));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.PLAYER_DEFEAT
            }));
            e.AddComponent(PlayerComponent.Create());
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPTrackerComponent.Create(levelUpBase: 200, levelUpFactor: 150));

            return(e);
        }