Esempio n. 1
0
    /// <summary>
    /// Interact with entity on tile
    /// Returns false if it blocks the entity actor's movement
    /// </summary>
    /// <param name="interactor"></param>
    /// <param name="nextTile"></param>
    /// <returns></returns>
    private bool InteractTileEntities(Entity interactor, MapTile nextTile)
    {
        Entity activeTileEntity = nextTile.entities[0];

        if (nextTile.entities.Count > 1)
        {
            // figure this out...
            for (int i = 0; i < nextTile.entities.Count; i++)
            {
                if (nextTile.entities[i].entityType == EntityType.Unit)
                {
                    activeTileEntity = nextTile.entities[i];
                    break;
                }
            }
        }

        if (activeTileEntity.entityType == EntityType.Unit)
        {
            if (activeTileEntity.faction == interactor.faction)
            {
                return(false);
            }
            FighterComponent attacker = (FighterComponent)interactor.GetEntityComponent(ComponentID.Fighter);
            FighterComponent defender = (FighterComponent)activeTileEntity.GetEntityComponent(ComponentID.Fighter);
            return(DoCombat(attacker, defender));
        }
        else if (activeTileEntity.entityType == EntityType.Item)
        {
            Debug.Log("ON AN ITEM TILE!!");
            // do item pick up
            EntityComponent comp = interactor.GetEntityComponent(ComponentID.Inventory);
            if (comp == null)
            {
                return(true);
            }
            ItemComponent      item      = (ItemComponent)activeTileEntity.GetEntityComponent(ComponentID.Item);
            InventoryComponent inventory = (InventoryComponent)comp;
            if (inventory.AddItem(item) == true)
            {
                item.PickUp();
            }
            return(true);
        }

        return(true);
    }