Exemple #1
0
        public static void AddComponents(EntityFactory factory)
        {
            // Apply these one after the other.
            // This will only initialize the inject variables of the behavior / component.
            // So, apply will be autogenerated for the different behaviors based on their injects.
            // Or do it even smarter?
            // So, since I'd like to make components structs in the future and store them somewhere
            // central (optionally), these can actually reference a global storage for them.

            // So this just adds the behavior
            Acting.AddTo(factory, null, Algos.SimpleAlgo, Order.Player);
            Moving.AddTo(factory);
            Digging.AddTo(factory);
            Pushable.AddTo(factory);
            Attacking.AddTo(factory, Attacking.GetTargetProviderFromInventory, Layers.REAL, Faction.Enemy | Faction.Environment);
            Attackable.AddTo(factory, Attackness.ALWAYS);
            Damageable.AddTo(factory, new Health(5));
            Displaceable.AddTo(factory, Layers.BLOCK);
            Ticking.AddTo(factory);

            FactionComponent.AddTo(factory, Faction.Player);
            Transform.AddTo(factory, Layers.REAL, TransformFlags.Default);
            Inventory.AddTo(factory);
            Inventory.AddInitTo(factory);

            // TODO: pass this an action
            Controllable.AddTo(factory,
                               // The default action is the AttackDigMove action.
                               Action.Compose(Attacking.Action, Digging.Action, Moving.Action));

            // TODO: rename the namespaces
            Stats.AddTo(factory, Registry.Global.Stats._map);
        }