Esempio n. 1
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        public static Entity CreateHastatusEntity(int currentTick, int formationNumber, Unit unit, FactionName faction,
                                                  int numPilas = 1, int startingMorale = 45)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Hastatus");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new HastatusAIComponent(numPilas));
            e.AddComponent(AIRotationComponent.Create(.60, false));
            e.AddComponent(AIMoraleComponent.Create(100, startingMorale));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 5, meleeAttack: 50, rangedAttack: 30));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 2, maxHp: 45, maxFooting: 80, meleeDefense: 10, rangedDefense: 25));
            e.AddComponent(DisplayComponent.Create(_texHastatusPath, "A young and eager soldier.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Esempio n. 2
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        public static Entity CreatePrincepsEntity(int currentTick, int formationNumber, Unit unit, FactionName faction,
                                                  int numPilas = 1, int startingMorale = 65)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Princeps");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // Princeps AI is essentially the same as Hastatus AI
            e.AddComponent(new HastatusAIComponent(numPilas));
            e.AddComponent(AIRotationComponent.Create(.60, false));
            e.AddComponent(AIMoraleComponent.Create(100, startingMorale));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 6, meleeAttack: 55, rangedAttack: 30));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 2, maxHp: 65, maxFooting: 100, meleeDefense: 15, rangedDefense: 30));
            e.AddComponent(DisplayComponent.Create(_texPrincepsPath, "An experienced swordsman with good equipment.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Esempio n. 3
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        public static Entity CreatePlayerEntity(int currentTick)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "You");

            // TODO: modify PlayerAIComponent to it doesn't, you know...need these.
            e.AddComponent(new PlayerAIComponent());
            e.AddComponent(AIRotationComponent.Create(.60, true));
            e.AddComponent(AIMoraleComponent.Create(100, 100));

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, power: 8, meleeAttack: 55, rangedAttack: 10)); // TODO: make player not Ares
            e.AddComponent(CollisionComponent.Create(blocksMovement: true, blocksVision: false));
            e.AddComponent(DefenderComponent.Create(baseDefense: 0, maxHp: 70, maxFooting: 95, meleeDefense: 30, rangedDefense: 60, isInvincible: false));
            e.AddComponent(DisplayComponent.Create(_texPlayerPath, "It's you!", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(FactionName.PLAYER));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.PLAYER_DEFEAT
            }));
            e.AddComponent(PlayerComponent.Create(isInFormation: true));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(XPTrackerComponent.Create(levelUpBase: 200, levelUpFactor: 150));

            return(e);
        }
Esempio n. 4
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        public static Entity CreatePunicHeavyInfantry(int currentTick, int formationNumber, Unit unit, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Punic Heavy Infantry");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // TODO: one day I'll have different AIs
            e.AddComponent(new IberianLightInfantryAIComponent());
            e.AddComponent(AIRotationComponent.Create(.4, false));
            e.AddComponent(AIMoraleComponent.Create(100, 90));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 11, meleeAttack: 55, rangedAttack: 10));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 4, maxHp: 80, maxFooting: 140, meleeDefense: 40, rangedDefense: 45));
            e.AddComponent(DisplayComponent.Create(_texPunicHeavyInfantryPath, "Carthage's very best heavy infantry.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Esempio n. 5
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        public static Entity CreateGallicVeteranInfantry(int currentTick, int formationNumber, Unit unit, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Gallic Veteran Infantry");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // TODO: one day I'll have different AIs
            e.AddComponent(new IberianLightInfantryAIComponent());
            e.AddComponent(AIRotationComponent.Create(.4, false));
            e.AddComponent(AIMoraleComponent.Create(100, 90));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 9, meleeAttack: 50, rangedAttack: 10));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 2, maxHp: 55, maxFooting: 110, meleeDefense: 30, rangedDefense: 45));
            e.AddComponent(DisplayComponent.Create(_texGallicVeteranInfantryPath, "An armored Gallic veteran. Fights defensively, but hits hard.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Esempio n. 6
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        public static Entity CreateIberianLightInfantry(int currentTick, int formationNumber, Unit unit, FactionName faction)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Iberian Light Infantry");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            e.AddComponent(new IberianLightInfantryAIComponent());
            e.AddComponent(AIRotationComponent.Create(.7, false));
            e.AddComponent(AIMoraleComponent.Create(100, 90));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 5, meleeAttack: 55, rangedAttack: 10));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 1, maxHp: 40, maxFooting: 75, meleeDefense: 15, rangedDefense: 5));
            e.AddComponent(DisplayComponent.Create(_texIberianLightInfantryPath, "A fast, deatly, and barely armored Iberian swordsman.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 80));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }
Esempio n. 7
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        public static Entity CreateTriariusEntity(int currentTick, int formationNumber, Unit unit, FactionName faction,
                                                  int startingMorale = 85)
        {
            var e = CreateEntity(Guid.NewGuid().ToString(), "Triarius");

            var statusEffectTrackerComponent = StatusEffectTrackerComponent.Create();

            // TODO: different AI
            e.AddComponent(new HastatusAIComponent(0));
            e.AddComponent(AIRotationComponent.Create(.60, false));
            e.AddComponent(AIMoraleComponent.Create(100, startingMorale));

            e.AddComponent(ActionTimeComponent.Create(currentTick));
            e.AddComponent(AttackerComponent.Create(e.EntityId, 8, meleeAttack: 70, rangedAttack: 30));
            e.AddComponent(CollisionComponent.CreateDefaultActor());
            e.AddComponent(DefenderComponent.Create(baseDefense: 3, maxHp: 85, maxFooting: 120, meleeDefense: 30, rangedDefense: 45));
            e.AddComponent(DisplayComponent.Create(_texTriariusPath, "An elite spearman of the legion.", false, ENTITY_Z_INDEX));
            e.AddComponent(FactionComponent.Create(faction));
            e.AddComponent(OnDeathComponent.Create(new List <string>()
            {
                OnDeathEffectType.REMOVE_FROM_UNIT
            }));
            e.AddComponent(SpeedComponent.Create(baseSpeed: 100));
            e.AddComponent(statusEffectTrackerComponent);
            e.AddComponent(UnitComponent.Create(unit.UnitId, formationNumber));
            e.AddComponent(XPValueComponent.Create(xpValue: 30));

            return(e);
        }