Example #1
0
        public void Run()
        {
            PainStateListComponent stateList = _painStates.Components1[0];

            foreach (int i in _painIsGone)
            {
                _painIsGone.Components2[i].CurrentPainStateIndex = -1;

#if DEBUG
                EcsEntity pedEntity = _painIsGone.Entities[i];
                CurrentPainStateComponent stateComponent = _painIsGone.Components2[i];
                int oldState      = stateComponent.CurrentPainStateIndex;
                int newStateIndex = stateComponent.CurrentPainStateIndex;

                string currentState = oldState >= 0
                    ? stateList.PainStateEntities[oldState].GetEntityName()
                    : "NO PAIN";

                string newState = newStateIndex >= 0
                    ? stateList.PainStateEntities[newStateIndex].GetEntityName()
                    : "NO PAIN";

                _logger.MakeLog($"{pedEntity.GetEntityName()}: Changed Pain State from {currentState} to {newState}");
#endif
            }

            foreach (int pedIndex in _entities)
            {
                EcsEntity                 pedEntity             = _entities.Entities[pedIndex];
                PainComponent             pain                  = _entities.Components1[pedIndex];
                PainInfoComponent         painInfo              = _entities.Components2[pedIndex];
                CurrentPainStateComponent currentStateComponent = _entities.Components3[pedIndex];

                int   newStateIndex = -1;
                float painPercent   = pain.PainAmount / painInfo.UnbearablePain;
                foreach (float percent in stateList.PainStatePercents)
                {
                    if (painPercent < percent)
                    {
                        break;
                    }

                    newStateIndex++;
                }

                int currentStateIndex = currentStateComponent.CurrentPainStateIndex;
                if (currentStateIndex == newStateIndex)
                {
                    continue;
                }

                int  diff     = newStateIndex - currentStateIndex;
                var  wounded  = _ecsWorld.EnsureComponent <WoundedComponent>(pedEntity, out _);
                bool isPlayer = _ecsWorld.GetComponent <PlayerMarkComponent>(pedEntity) != null;
                if (diff > 0)
                {
                    if (isPlayer)
                    {
                        _ecsWorld.CreateEntityWith(out NotificationComponent notification);
                        notification.Message += "~o~You feel yourself worst";
                    }

                    for (int i = currentStateIndex + 1; i <= newStateIndex; i++)
                    {
                        EcsEntity newStateEntity = stateList.PainStateEntities[i];
#if DEBUG
                        _logger.MakeLog($"Added {newStateEntity.GetEntityName()} PainState");
#endif
                        wounded.WoundEntities.Add(newStateEntity);
                    }
                }
                else
                {
                    if (isPlayer)
                    {
                        _ecsWorld.CreateEntityWith(out NotificationComponent notification);
                        notification.Message += "~g~You feel yourself better";
                    }

                    for (int i = currentStateIndex - 1; i >= newStateIndex; i--)
                    {
                        if (i < 0)
                        {
                            continue;
                        }

                        EcsEntity newStateEntity = stateList.PainStateEntities[i];
#if DEBUG
                        _logger.MakeLog($"Added {newStateEntity.GetEntityName()} PainState");
#endif
                        wounded.WoundEntities.Add(newStateEntity);
                    }
                }

                currentStateComponent.CurrentPainStateIndex = newStateIndex;
#if DEBUG
                string currentState = currentStateIndex >= 0
                    ? stateList.PainStateEntities[currentStateIndex].GetEntityName()
                    : "NO PAIN";

                string newState = newStateIndex >= 0
                    ? stateList.PainStateEntities[newStateIndex].GetEntityName()
                    : "NO PAIN";
                _logger.MakeLog($"{pedEntity.GetEntityName()}: Changed Pain State from {currentState} to {newState}");
#endif
            }
        }
Example #2
0
        public void Run()
        {
            if (_painStates.EntitiesCount <= 0)
            {
                throw new Exception("PainState list was not init!");
            }

            foreach (int i in _painIsGone)
            {
                _painIsGone.Components2[i].CurrentPainStateIndex = -1;
            }

            PainStateListComponent stateList = _painStates.Components1[0];

            foreach (int pedEntity in _entities)
            {
                PainComponent             pain     = _entities.Components1[pedEntity];
                PainInfoComponent         painInfo = _entities.Components2[pedEntity];
                CurrentPainStateComponent currentStateComponent = _entities.Components3[pedEntity];
                int entity = _entities.Entities[pedEntity];

                int   newStateIndex = -1;
                float painPercent   = pain.PainAmount / painInfo.UnbearablePain;
                foreach (float percent in stateList.PainStatePercents)
                {
                    if (painPercent < percent)
                    {
                        break;
                    }

                    newStateIndex++;
                }

                int currentStateIndex = currentStateComponent.CurrentPainStateIndex;
                if (currentStateIndex == newStateIndex)
                {
                    continue;
                }

                int diff    = newStateIndex - currentStateIndex;
                var wounded = _ecsWorld.EnsureComponent <WoundedComponent>(pedEntity, out _);
                if (diff > 0)
                {
                    for (int i = currentStateIndex + 1; i <= newStateIndex; i++)
                    {
                        int newStateEntity = stateList.PainStateEntities[i];
#if DEBUG
                        _logger.MakeLog($"Added {newStateEntity.GetEntityName(_ecsWorld)} PainState");
#endif
                        wounded.WoundEntities.Add(newStateEntity);
                    }
                }
                else
                {
                    for (int i = currentStateIndex - 1; i >= newStateIndex; i--)
                    {
                        if (i < 0)
                        {
                            continue;
                        }

                        int newStateEntity = stateList.PainStateEntities[i];
#if DEBUG
                        _logger.MakeLog($"Added {newStateEntity.GetEntityName(_ecsWorld)} PainState");
#endif
                        wounded.WoundEntities.Add(newStateEntity);
                    }
                }

                currentStateComponent.CurrentPainStateIndex = newStateIndex;
#if DEBUG
                string currentState = currentStateIndex >= 0
                    ? stateList.PainStateEntities[currentStateIndex].GetEntityName(_ecsWorld)
                    : "NO PAIN";
                string newState = newStateIndex >= 0
                    ? stateList.PainStateEntities[newStateIndex].GetEntityName(_ecsWorld)
                    : "NO PAIN";
                _logger.MakeLog($"Entity ({entity}): Changed Pain State from {currentState} to {newState}");
#endif
            }
        }