Example #1
0
 public static void CreateFire(int x, int y, StateSpaceComponents spaceComponents, DungeonTile[,] dungeonGrid)
 {
     dungeonGrid[x, y].ChanceToIgnite = 0;
     spaceComponents.DelayedActions.Add(new Action(() =>
     {
         dungeonGrid[x, y].Type           = TileType.TILE_FIRE;
         dungeonGrid[x, y].Symbol         = Tiles.FireSymbol;
         dungeonGrid[x, y].SymbolColor    = Tiles.FireSymbolColor;
         dungeonGrid[x, y].TurnsToBurn    = spaceComponents.random.Next(3, 10);
         dungeonGrid[x, y].ChanceToIgnite = Tiles.FireIgniteChance;
         if (dungeonGrid[x, y].AttachedEntity == Guid.Empty)
         {
             Guid idFire = spaceComponents.CreateEntity();
             spaceComponents.Entities.Where(c => c.Id == idFire).First().ComponentFlags = Component.COMPONENT_POSITION | Component.COMPONENT_SIGHTRADIUS;
             spaceComponents.PositionComponents[idFire] = new PositionComponent()
             {
                 Position = new Vector2(x, y)
             };
             spaceComponents.SightRadiusComponents[idFire] = new SightRadiusComponent()
             {
                 DrawRadius = true, CurrentRadius = 5, MaxRadius = 5
             };
             dungeonGrid[x, y].AttachedEntity = idFire;
             foreach (Guid id in spaceComponents.PositionComponents.Where(z => z.Value.Position == new Vector2(x, y)).Select(z => z.Key))
             {
                 if (spaceComponents.SkillLevelsComponents.ContainsKey(id))
                 {
                     StatusSystem.ApplyBurnEffect(spaceComponents, id, StatusEffects.Burning.Turns, StatusEffects.Burning.MinDamage, StatusEffects.Burning.MaxDamage);
                 }
             }
         }
     }));
 }
Example #2
0
        public static bool TryToMove(StateSpaceComponents spaceComponents, DungeonTile[,] dungeonGrid, PositionComponent newPosition, Guid attemptingEntity)
        {
            bool canMove = true;

            foreach (Guid id in spaceComponents.Entities.Where(x => (x.ComponentFlags & ComponentMasks.Collidable) == ComponentMasks.Collidable).Select(x => x.Id))
            {
                if ((int)spaceComponents.PositionComponents[id].Position.X == (int)newPosition.Position.X &&
                    (int)spaceComponents.PositionComponents[id].Position.Y == (int)newPosition.Position.Y &&
                    id != attemptingEntity)
                {
                    spaceComponents.CollisionComponents[attemptingEntity].CollidedObjects.Add(id);
                    spaceComponents.GlobalCollisionComponent.EntitiesThatCollided.Add(attemptingEntity);
                    if (spaceComponents.CollisionComponents[id].Solid && spaceComponents.CollisionComponents[attemptingEntity].Solid)
                    {
                        canMove = false;
                    }
                }
            }

            if (canMove)
            {
                spaceComponents.PositionComponents[attemptingEntity] = newPosition;
                if (dungeonGrid[(int)newPosition.Position.X, (int)newPosition.Position.Y].Type == TileType.TILE_TALLGRASS &&
                    (spaceComponents.Entities.Where(x => (x.Id == attemptingEntity)).First().ComponentFlags & ComponentMasks.Observer) != ComponentMasks.Observer)
                {
                    dungeonGrid[(int)newPosition.Position.X, (int)newPosition.Position.Y].Type           = TileType.TILE_FLATTENEDGRASS;
                    dungeonGrid[(int)newPosition.Position.X, (int)newPosition.Position.Y].Symbol         = Tiles.FlatGrassSymbol;
                    dungeonGrid[(int)newPosition.Position.X, (int)newPosition.Position.Y].SymbolColor    = Tiles.FlatGrassSymbolColor;
                    dungeonGrid[(int)newPosition.Position.X, (int)newPosition.Position.Y].ChanceToIgnite = Tiles.FlatGrassIgniteChance;
                }
                if (dungeonGrid[(int)newPosition.Position.X, (int)newPosition.Position.Y].Type == TileType.TILE_FIRE &&
                    (spaceComponents.Entities.Where(x => (x.Id == attemptingEntity)).First().ComponentFlags & ComponentMasks.Observer) != ComponentMasks.Observer)
                {
                    spaceComponents.DelayedActions.Add(new Action(() =>
                    {
                        //Burn effect damage is hardcoded for now
                        StatusSystem.ApplyBurnEffect(spaceComponents, attemptingEntity, StatusEffects.Burning.Turns, StatusEffects.Burning.MinDamage, StatusEffects.Burning.MaxDamage);
                    }));
                }
            }

            return(canMove);
        }