public static EntityReturner CreateKobold(int xPos, int yPos, string name, DungeonMap m) { List <Components.Component> compList = new List <Components.Component>(); //stats int lev = 1; int size = 4; int intBase = 1; // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xPos, yPos); compList.Add(positionComp); checker = checker | (int)Core.ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('k', RLNET.RLColor.Green); compList.Add(rendComp); checker = checker | (int)Core.ComponentTypes.Render; Components.AttributesComp attComp = new Components.AttributesComp(15, size, lev, intBase); compList.Add(attComp); checker = checker | (int)Core.ComponentTypes.Attributes; //get base factor for health int hp = (int)(size + attComp.Hardiness) / 2; Components.HealthComp healthComp = new Components.HealthComp(hp); compList.Add(healthComp); checker = checker | (int)Core.ComponentTypes.Health; Components.ActorComp actComp = new Components.ActorComp(); compList.Add(actComp); checker = checker | (int)Core.ComponentTypes.Actor; Components.AIComp aiComp = new Components.AIComp(m, Types.AITypes.Creature, new RogueSharp.Point(xPos, yPos)); compList.Add(aiComp); checker = checker | (int)Core.ComponentTypes.AI; int speed = Game.Random.Next(2) + 1; Components.SchedulableComp shedComp = new Components.SchedulableComp(speed); compList.Add(shedComp); checker = checker | (int)Core.ComponentTypes.Schedulable; Components.InventoryComp invComp = new Components.InventoryComp(); compList.Add(invComp); checker = checker | (int)Core.ComponentTypes.Inventory; Components.CreatureDetailsComp detailsComp = new Components.CreatureDetailsComp("Koblod", name, Types.CreatureTypes.Kobold); compList.Add(detailsComp); checker = checker | (int)ComponentTypes.CreatureDetails; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateTroll(int xPos, int yPos, string name, DungeonMap m) { List <Components.Component> compList = new List <Components.Component>(); //stats int lev = 2; int size = 8 + RogueSharp.DiceNotation.Dice.Roll("1d3"); int intBase = 1; // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xPos, yPos); compList.Add(positionComp); checker = checker | (int)ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('T', Core.Colours.OrcColour); compList.Add(rendComp); checker = checker | (int)ComponentTypes.Render; Components.AttributesComp attComp = new Components.AttributesComp(10, size, lev, intBase); compList.Add(attComp); checker = checker | (int)ComponentTypes.Attributes; //get base factor for health int hp = ((int)(size + attComp.Hardiness) / 2) * lev; Components.HealthComp healthComp = new Components.HealthComp(hp); compList.Add(healthComp); checker = checker | (int)ComponentTypes.Health; Components.ActorComp actComp = new Components.ActorComp(); compList.Add(actComp); checker = checker | (int)ComponentTypes.Actor; Components.AIComp aiComp = new Components.AIComp(m, Types.AITypes.Creature, new RogueSharp.Point(xPos, yPos)); compList.Add(aiComp); checker = checker | (int)ComponentTypes.AI; int speed = Game.Random.Next(3) + 6; Components.SchedulableComp shedComp = new Components.SchedulableComp(speed); compList.Add(shedComp); checker = checker | (int)ComponentTypes.Schedulable; Components.InventoryComp invComp = new Components.InventoryComp(); compList.Add(invComp); checker = checker | (int)ComponentTypes.Inventory; Components.CreatureDetailsComp detailsComp = new Components.CreatureDetailsComp("Troll", name, Types.CreatureTypes.Troll); compList.Add(detailsComp); checker = checker | (int)ComponentTypes.CreatureDetails; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateZombie(int xPos, int yPos, string name, DungeonMap m) { List <Components.Component> compList = new List <Components.Component>(); //stats int lev = 2; int size = 4 + RogueSharp.DiceNotation.Dice.Roll("1d3"); int intBase = 1; // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xPos, yPos); compList.Add(positionComp); checker = checker | (int)ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('z', RLNET.RLColor.Cyan); compList.Add(rendComp); checker = checker | (int)ComponentTypes.Render; Components.AttributesComp attComp = new Components.AttributesComp(12, size, lev, intBase); compList.Add(attComp); checker = checker | (int)ComponentTypes.Attributes; //get base factor for health int hp = ((int)(size + attComp.Hardiness) / 2) * lev; Components.HealthComp healthComp = new Components.HealthComp(hp); compList.Add(healthComp); checker = checker | (int)ComponentTypes.Health; Components.ActorComp actComp = new Components.ActorComp(); compList.Add(actComp); checker = checker | (int)ComponentTypes.Actor; Components.AIComp aiComp = new Components.AIComp(m, Types.AITypes.Undead, new RogueSharp.Point(xPos, yPos)); compList.Add(aiComp); checker = checker | (int)ComponentTypes.AI; int speed = RogueSharp.DiceNotation.Dice.Roll("1d6") + 4; Components.SchedulableComp shedComp = new Components.SchedulableComp(speed); compList.Add(shedComp); checker = checker | (int)ComponentTypes.Schedulable; Components.CreatureDetailsComp detailsComp = new Components.CreatureDetailsComp("Zombie", name, Types.CreatureTypes.Zombie); compList.Add(detailsComp); checker = checker | (int)ComponentTypes.CreatureDetails; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public void UpdateFOVForMonsters(Systems.EntityManager em) { int bitmask = ((int)ComponentTypes.Attributes | (int)ComponentTypes.Position); List <int> entList = em.GetEntIDByBit(bitmask); Dictionary <int, List <Components.Component> > entities = em.GetEntities(); List <Components.Component> cList; foreach (int ent in entList) { if (entities.TryGetValue(ent, out cList)) { int aware; int x, y; Components.PositionComp pos = (Components.PositionComp)cList.Find(s => s.CompType == ComponentTypes.Position); if (pos != null) { Components.AttributesComp at = (Components.AttributesComp)cList.Find(s => s.CompType == ComponentTypes.Attributes); if (at != null) { aware = at.Awareness; x = pos.X; y = pos.Y; ComputeFov(x, y, aware, true); foreach (RogueSharp.Cell cell in GetAllCells()) { if (IsInFov(cell.X, cell.Y)) { SetCellProperties(cell.X, cell.Y, cell.IsTransparent, cell.IsWalkable, true); } } } } } } }
public void OnMessage(Core.MessageEventArgs e) { switch (e.MessageType) { case Core.EventTypes.CollisionCheck: Core.CollisionEventArgs details = (Core.CollisionEventArgs)e; //check entity manager lookup dict //string posKey = details.x.ToString() + "-" + details.y.ToString(); bool collision = false; bool openingDoor = false; List <int> deathList = new List <int>(); //if (_entityManager.EntityPostionLookUp.ContainsKey(posKey)) int entIDRequestingMove = details.EntRequestingMove.UID; HashSet <int> innerIDS = _entityManager.Positions[details.y, details.x]; foreach (int ids in innerIDS) { // we have something there... //List<Core.Entity> entL = _entityManager.EntityPostionLookUp[posKey]; Components.PositionComp pc = (Components.PositionComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.Position); if (pc.X == details.x && pc.Y == details.y) { int checker = _entityManager.EntityBitLookUp[ids]; // is it a door? if ((checker & (int)Core.ComponentTypes.Door) > 0) { Components.DoorComp doorComp = (Components.DoorComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.Door); if (!doorComp.IsOpen) { openingDoor = true; doorComp.IsOpen = true; _dungeonMap.SetCellProperties(pc.X, pc.Y, true, true); Components.RenderComp rc = (Components.RenderComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.Render); rc.Glyph = '-'; } } //is it something living? if ((checker & (int)Core.ComponentTypes.Health) > 0) { //Game.MessageLog.Add("FIGHT NOW"); collision = true; //get details of person being hit Components.HealthComp hComp = (Components.HealthComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.Health); Components.AttributesComp attComp = (Components.AttributesComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.Attributes); Components.CreatureDetailsComp detailsComp = (Components.CreatureDetailsComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.CreatureDetails); bool isUndead = detailsComp.Undead; Components.AIComp aiComp = (Components.AIComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.AI); // get hitter details Components.AttributesComp attOfHitterComp = (Components.AttributesComp)_entityManager.GetSingleComponentByID(entIDRequestingMove, Core.ComponentTypes.Attributes); bool hit = false; // base damage = 1 int dmg = 1; int attackSkill = (int)(attComp.Strength + attComp.Dexterity) / 2; if (RogueSharp.DiceNotation.Dice.Roll("1d20") < attackSkill) { hit = true; // get weapon we are using Components.InventoryComp invComp = (Components.InventoryComp)_entityManager.GetSingleComponentByID(entIDRequestingMove, Core.ComponentTypes.Inventory); // get damage bonus int dmgBonus = RogueSharp.DiceNotation.Dice.Roll(attOfHitterComp.DmgBonus); dmgBonus *= attOfHitterComp.DmgMod; if (invComp != null) { if (invComp.CurrentWeapon > 0) { Components.WeaponComp weapon = (Components.WeaponComp)_entityManager.GetSingleComponentByID(invComp.CurrentWeapon, Core.ComponentTypes.Weapon); dmg = RogueSharp.DiceNotation.Dice.Roll(weapon.DamageBase); } } int totalDamage = dmgBonus + dmg; if (totalDamage <= 1) { totalDamage = 1; } hComp.Health -= totalDamage; if (hComp.Health < 0) { hComp.Health = 0; } attComp.Morale -= totalDamage; if (attComp.Morale < 1) { attComp.Morale = 0; } if (hComp.Health < (hComp.MaxHealth * 0.2)) { if (!isUndead) { aiComp.Fleeing = true; } } } aiComp.UnderAttack = true; aiComp.LastBasher = entIDRequestingMove; if (!aiComp.CurrentEnemies.Contains(entIDRequestingMove)) { aiComp.CurrentEnemies.Add(entIDRequestingMove); } Components.CreatureDetailsComp cdComp = (Components.CreatureDetailsComp)_entityManager.GetSingleComponentByID(ids, Core.ComponentTypes.CreatureDetails); List <Components.Component> ourList = _entityManager.GetCompsByID(details.EntRequestingMove.UID); Components.CreatureDetailsComp ourComp = (Components.CreatureDetailsComp)ourList.FirstOrDefault(x => x.CompType == Core.ComponentTypes.CreatureDetails); if (hit) { Game.MessageLog.Add($"{ourComp.PersonalName} Bashes {cdComp.PersonalName} for {dmg} Damage"); } else { Game.MessageLog.Add($"{ourComp.PersonalName} Misses {cdComp.PersonalName}"); } if (hComp.Health < 1) { // entity is dead, collect up and kill at end deathList.Add(ids); } } } } foreach (int i in deathList) { Core.DeleteEntEventArgs msg = new Core.DeleteEntEventArgs(Core.EventTypes.DeadEntity, i); Core.EventBus.Publish(Core.EventTypes.DeadEntity, msg); } if (!collision) { // move okay Core.MoveOkayEventArgs msg = new Core.MoveOkayEventArgs(Core.EventTypes.MoveOK, details.EntRequestingMove, details.x, details.y); Core.EventBus.Publish(Core.EventTypes.MoveOK, msg); } else //if (!openingDoor) { // // fight on Core.NoMoveEventArgs msg = new Core.NoMoveEventArgs(Core.EventTypes.NoMove, details.EntRequestingMove); Core.EventBus.Publish(Core.EventTypes.NoMove, msg); } break; } }
public void OnMessage(Core.MessageEventArgs e) { switch (e.MessageType) { case Core.EventTypes.DeleteEntity: Core.DeleteEntEventArgs msg = (Core.DeleteEntEventArgs)e; //_entsToDelete.Add(msg.entID); // set cell walkable List <Components.Component> compList = _entityManager.GetCompsByID(msg.entID); Components.PositionComp pc = (Components.PositionComp)compList.FirstOrDefault(x => x.CompType == Core.ComponentTypes.Position); _dungeonMap.SetIsWalkable(pc.X, pc.Y, true); _shedSystem.Remove(_entityManager.JustEntities[msg.entID]); _entityManager.RemoveEntity(msg.entID); break; case Core.EventTypes.DeadEntity: // leave corpse of entity Core.DeleteEntEventArgs dM = (Core.DeleteEntEventArgs)e; int entID = dM.entID; Components.PositionComp posC = (Components.PositionComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Position); _dungeonMap.SetIsWalkable(posC.X, posC.Y, true); Components.RenderComp rendC = (Components.RenderComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Render); rendC.Glyph = '%'; rendC.Colour = RLNET.RLColor.LightRed; Components.AttributesComp attC = (Components.AttributesComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Attributes); attC.Dead = true; Game.MessageLog.Add($"ENT IS DEAD YEAH: {attC.Dead} ----------------------------------------------------------------------------"); _shedSystem.Remove(_entityManager.JustEntities[entID]); _entityManager.RemoveCompFromEnt(entID, Core.ComponentTypes.Health); _entityManager.RemoveCompFromEnt(entID, Core.ComponentTypes.Actor); _entityManager.RemoveCompFromEnt(entID, Core.ComponentTypes.Schedulable); _entityManager.AddFurnitureToEnt(entID); _entityManager.AddDeadComp(entID); // drop inventory Components.InventoryComp invC = (Components.InventoryComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Inventory); if (invC != null) { foreach (int droppedID in invC.Inventory) { Components.CollectableComp cc = (Components.CollectableComp)_entityManager.GetSingleComponentByID(droppedID, Core.ComponentTypes.Collectable); // only drop treasure for the moment //TODO - drop other items apart from treasure if (cc.Treasure) { _entityManager.AddPositionToEnt(droppedID, posC.X, posC.Y); cc.Active = true; } } } break; } }