public Entity SpawnCreature(EntityCommandBuffer cb, ECreatureId cId, int priority) { Entity entity = cb.CreateEntity(_creatureArchetype); CreatureDescription descr = CreatureDescriptions[(int)cId]; Sprite2DRenderer s = new Sprite2DRenderer(); LayerSorting l = new LayerSorting(); Creature c = new Creature { id = (int)cId }; HealthPoints hp = new HealthPoints { max = descr.health, now = descr.health }; AttackStat att = new AttackStat { range = descr.attackRange }; Sight sight = new Sight { SightRadius = descr.sightRadius }; PatrollingState patrol = new PatrollingState(); MeleeAttackMovement movement = new MeleeAttackMovement(); Speed speed = new Speed { SpeedRate = descr.speed }; Mobile mobile = new Mobile { Destination = new float3(0, 0, 0), Initial = new float3(0, 0, 0), MoveTime = 0, Moving = false }; Animated animated = new Animated { Id = descr.spriteId, Direction = Direction.Right, Action = Action.None, AnimationTime = 0, AnimationTrigger = false }; ArmorClass ac = new ArmorClass { AC = descr.ac }; TurnPriorityComponent tp = new TurnPriorityComponent { Value = priority }; // Only tint sprites if ascii s.color = GlobalGraphicsSettings.ascii ? descr.asciiColor : Color.Default; s.color.a = 0.0f; // Start invisible s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics(descr.ascii)]; l.layer = 2; cb.SetComponent(entity, s); cb.SetComponent(entity, c); cb.SetComponent(entity, l); cb.SetComponent(entity, hp); cb.SetComponent(entity, att); cb.SetComponent(entity, sight); cb.SetComponent(entity, movement); cb.SetComponent(entity, patrol); cb.SetComponent(entity, speed); cb.SetComponent(entity, mobile); cb.SetComponent(entity, animated); cb.SetComponent(entity, ac); return(entity); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { if (_cachedMapSize.x != _gss.View.Width || _cachedMapSize.y != _gss.View.Height) { ResizeMaps(_gss.View.Width, _gss.View.Height); } var clearJob = new ClearMapsJob() { FlagsMap = _flagMap, EntityMap = _entityMap }; var clearJobHandle = clearJob.Schedule(inputDependencies); var fillJob = new FillMapsJob() { MapSize = _cachedMapSize, FlagsMap = _flagMap, EntityMap = _entityMap, EntityType = GetArchetypeChunkEntityType(), WorldCoordType = GetArchetypeChunkComponentType <WorldCoord>(true), BlockedMovementType = GetArchetypeChunkComponentType <BlockMovement>(true), DoorType = GetArchetypeChunkComponentType <Door>(true), HostileType = GetArchetypeChunkComponentType <tag_Attackable>(true), PlayerType = GetArchetypeChunkComponentType <Player>(true) }; var fillJobHandle = fillJob.Schedule(_mapFillQuery, clearJobHandle); var pendingMoves = new NativeQueue <PendingMove>(Allocator.TempJob); var pendingWaits = new NativeQueue <PendingWait>(Allocator.TempJob); var pendingAttacks = new NativeQueue <PendingAttack>(Allocator.TempJob); var pendingOpens = new NativeQueue <PendingDoorOpen>(Allocator.TempJob); var pendingInteractions = new NativeQueue <PendingInteractions>(Allocator.TempJob); var actionJob = new ConsumeActionsJob() { MapSize = _cachedMapSize, ActionQueue = _tms.ActionQueue, FlagsMap = _flagMap, EntityMap = _entityMap, PendingMoves = pendingMoves, PendingWaits = pendingWaits, PendingAttacks = pendingAttacks, PendingOpens = pendingOpens, PendingInteractions = pendingInteractions }; var actionJobHandle = actionJob.Schedule(fillJobHandle); actionJobHandle.Complete(); // TODO: Jobify? var log = EntityManager.World.GetExistingSystem <LogSystem>(); PendingMove pm; while (pendingMoves.TryDequeue(out pm)) { var trans = _gss.View.ViewCoordToWorldPos(new int2(pm.Wc.x, pm.Wc.y)); if (GlobalGraphicsSettings.ascii) { EntityManager.SetComponentData(pm.Ent, new Translation { Value = trans }); } else { var anim = EntityManager.World.GetExistingSystem <AnimationSystem>(); var mobile = EntityManager.GetComponentData <Mobile>(pm.Ent); mobile.Initial = EntityManager.GetComponentData <Translation>(pm.Ent).Value; mobile.Destination = trans; EntityManager.SetComponentData(pm.Ent, mobile); anim.StartAnimation(pm.Ent, Action.Move, pm.Dir); _inv.LogItemsAt(pm.Wc); } EntityManager.SetComponentData(pm.Ent, pm.Wc); } PendingWait pw; while (pendingWaits.TryDequeue(out pw)) { if (EntityManager.HasComponent <Player>(pw.Ent)) { log.AddLog(pw.Ouch ? "You bumped into a wall. Ouch." : "You wait a turn."); } var anim = EntityManager.World.GetExistingSystem <AnimationSystem>(); anim.StartAnimation(pw.Ent, pw.Ouch ? Action.Bump : Action.Wait, pw.Dir); } int pendingAttackCount = pendingAttacks.Count; if (pendingAttackCount > 0) { NativeArray <PendingAttack> sortedPendingAttacks = new NativeArray <PendingAttack>(pendingAttackCount, Allocator.Temp); for (int i = 0; i < pendingAttackCount; i++) { sortedPendingAttacks[i] = pendingAttacks.Dequeue(); } sortedPendingAttacks.Sort(new PendingAttackComparer()); for (int i = 0; i < pendingAttackCount; i++) { PendingAttack pa = sortedPendingAttacks[i]; AttackStat att = EntityManager.GetComponentData <AttackStat>(pa.Attacker); Creature attacker = EntityManager.GetComponentData <Creature>(pa.Attacker); HealthPoints hp = EntityManager.GetComponentData <HealthPoints>(pa.Defender); Creature defender = EntityManager.GetComponentData <Creature>(pa.Defender); HealthPoints attackerHp = EntityManager.GetComponentData <HealthPoints>(pa.Attacker); ArmorClass defAC = EntityManager.GetComponentData <ArmorClass>(pa.Defender); if (attackerHp.now <= 0) // don't let the dead attack, is this hack? Maybe. { continue; } string attackerName = CreatureLibrary.CreatureDescriptions[attacker.id].name; string defenderName = CreatureLibrary.CreatureDescriptions[defender.id].name; // Play animation even if the creature misses var anim = EntityManager.World.GetExistingSystem <AnimationSystem>(); anim.StartAnimation(pa.Attacker, Action.Attack, pa.AttackerDir); if (DiceRoller.Roll(1, 20, 0) >= defAC.AC) { int dmg = RandomRogue.Next(att.range.x, att.range.y); bool firstHit = hp.now == hp.max; hp.now -= dmg; bool playerAttack = attackerName == "Player"; bool killHit = hp.now <= 0; string logStr; if (playerAttack && killHit && firstHit) { logStr = string.Concat("You destroy the ", defenderName); logStr = string.Concat(logStr, "."); ExperiencePoints xp = EntityManager.GetComponentData <ExperiencePoints>(pa.Attacker); xp.now += hp.max; //XP awarded equals the defenders max hp EntityManager.SetComponentData(pa.Attacker, xp); } else if (playerAttack) { logStr = string.Concat(string.Concat(string.Concat(string.Concat( "You hit the ", defenderName), " for "), dmg.ToString()), " damage!"); if (killHit) { logStr = string.Concat(logStr, " Killing it."); ExperiencePoints xp = EntityManager.GetComponentData <ExperiencePoints>(pa.Attacker); xp.now += hp.max; //XP awarded equals the defenders max hp EntityManager.SetComponentData(pa.Attacker, xp); } } else { bool playerHit = false; if (defenderName == "Player") { defenderName = "you"; playerHit = true; } logStr = string.Concat(string.Concat(string.Concat(string.Concat(string.Concat( attackerName, " hits "), defenderName), " for "), dmg.ToString()), " damage!"); if (playerHit) { _gss.LastPlayerHurtLog = logStr; } } log.AddLog(logStr); EntityManager.SetComponentData(pa.Defender, hp); } else { string logStr = attackerName; logStr = string.Concat(logStr, " swings at "); logStr = string.Concat(logStr, defenderName); logStr = string.Concat(logStr, ". But missed!"); log.AddLog(logStr); } } sortedPendingAttacks.Dispose(); } PendingDoorOpen pd; while (pendingOpens.TryDequeue(out pd)) { if (EntityManager.HasComponent <Player>(pd.OpeningEntity)) { log.AddLog("You opened a door."); } Sprite2DRenderer s = EntityManager.GetComponentData <Sprite2DRenderer>(pd.DoorEnt); var door = EntityManager.GetComponentData <Door>(pd.DoorEnt); door.Locked = false; door.Opened = true; EntityManager.RemoveComponent(pd.DoorEnt, typeof(BlockMovement)); EntityManager.SetComponentData(pd.DoorEnt, door); EntityManager.SetComponentData(pd.DoorEnt, s); } PendingInteractions pi; while (pendingInteractions.TryDequeue(out pi)) { using (var entities = EntityManager.GetAllEntities(Allocator.TempJob)) { foreach (Entity e in entities) { if (EntityManager.HasComponent(e, typeof(WorldCoord)) && EntityManager.HasComponent(e, typeof(Collectible))) { WorldCoord coord = EntityManager.GetComponentData <WorldCoord>(e); int2 ePos = new int2(coord.x, coord.y); if (pi.InteractPos.x == ePos.x && pi.InteractPos.y == ePos.y) { _inv.CollectItemsAt(new EntityCommandBuffer(Allocator.TempJob), coord); } } if (EntityManager.HasComponent(e, typeof(WorldCoord)) && EntityManager.HasComponent(e, typeof(Stairway))) { WorldCoord coord = EntityManager.GetComponentData <WorldCoord>(e); int2 ePos = new int2(coord.x, coord.y); if (pi.InteractPos.x == ePos.x && pi.InteractPos.y == ePos.y) { if (EntityManager.HasComponent(e, typeof(Stairway))) { _gss.MoveToNextLevel(new EntityCommandBuffer(Allocator.TempJob)); } } } } } } // Cleanup pendingMoves.Dispose(); pendingAttacks.Dispose(); pendingWaits.Dispose(); pendingOpens.Dispose(); pendingInteractions.Dispose(); return(actionJobHandle); }
public Entity SpawnPlayer(EntityManager entityManager) { Entity entity = entityManager.CreateEntity(_playerArchetype); CreatureDescription descr = CreatureDescriptions[(int)ECreatureId.Player]; Creature c = new Creature { id = (int)ECreatureId.Player }; HealthPoints hp = new HealthPoints { max = descr.health, now = descr.health }; AttackStat att = new AttackStat { range = descr.attackRange }; Level lvl = new Level { level = 1 }; ExperiencePoints exp = new ExperiencePoints { now = 0, next = LevelSystem.GetXPRequiredForLevel(1) }; GoldCount gp = new GoldCount { count = 0 }; Mobile mobile = new Mobile { Destination = new float3(0, 0, 0), Initial = new float3(0, 0, 0), MoveTime = 0, Moving = false }; Animated animated = new Animated { Id = descr.spriteId, Direction = Direction.Right, Action = Action.None, AnimationTime = 0, AnimationTrigger = false }; Sight sight = new Sight { SightRadius = 4 }; ArmorClass ac = new ArmorClass { AC = descr.ac }; TurnPriorityComponent tp = new TurnPriorityComponent { Value = -1 }; // Only tint sprites if ascii Sprite2DRenderer s = new Sprite2DRenderer(); LayerSorting l = new LayerSorting { order = 2 }; s.color = GlobalGraphicsSettings.ascii ? descr.asciiColor : Color.Default; s.sprite = SpriteSystem.IndexSprites[SpriteSystem.ConvertToGraphics(descr.ascii)]; l.layer = 2; entityManager.SetComponentData(entity, s); entityManager.SetComponentData(entity, c); entityManager.SetComponentData(entity, l); entityManager.SetComponentData(entity, hp); entityManager.SetComponentData(entity, att); entityManager.SetComponentData(entity, lvl); entityManager.SetComponentData(entity, exp); entityManager.SetComponentData(entity, gp); entityManager.SetComponentData(entity, mobile); entityManager.SetComponentData(entity, animated); entityManager.SetComponentData(entity, sight); entityManager.SetComponentData(entity, ac); entityManager.SetComponentData(entity, tp); return(entity); }