Esempio n. 1
0
        public static GameEntity CreateOreBranch(GameContext context, GameEntity vein, Vector2 position)
        {
            var e = context.CreateEntity();

            e.AddSprite("ore_branch");
            e.AddPosition(position);
            var health = StatCalculator.Calculate(BaseBranchHealthPercentage, 1);

            e.AddHealth(health, health);

            e.isOre             = true;
            e.isOreBranch       = true;
            e.isKillable        = true;
            e.isRemovedWhenDead = true;

            e.AddRoomChild(vein.roomChild.id);
            e.AddParent(vein.id.value);
            e.isOnGround = true;

            if (vein.hasBag == false)
            {
                vein.AddBag(new List <int>());
            }

            vein.bag.items.Add(e.id.value);
            return(e);
        }
Esempio n. 2
0
        public static GameEntity CreateMiner(Contexts contexts, Vector2 pos)
        {
            var e = contexts.game.CreateEntity();

            e.AddPrefab("Prefabs/Miners/miner_grunt");
            e.AddPosition(pos);
            MovementHelpers.AddMovementComponents(e, 3f, .25f, .5f, .5f, .8f);
            SightHelpers.AddSightComponents(e, 10f);
            e.isMiner = true;

            var health   = StatCalculator.Calculate(BaseHealth, 1);
            var damage   = StatCalculator.Calculate(BaseMiningDamage, 1);
            var cooldown = StatCalculator.Calculate(BaseMiningSpeed, 1);

            CombatHelpers.AddCombatComponents(e, health, damage, cooldown);

            var animDirector = new AnimationDirector(e);

            e.AddAnimationDirector(animDirector);
            e.isKillable = true;


            var agent = new EntityGoapAgent(contexts, e);

            agent.AddAction(new CloseRangeAttackAction());
            agent.AddAction(new GetCloseToTargetAction());
            agent.AddAction(new TargetOreBranchAction());
            agent.AddAction(new MineAction());
            agent.AddGoal(new AcquireOreGoal());
            e.AddGoapAgent(agent);


            var combatDirector = new CombatDirector(e);

            combatDirector.AddAttack(new MeleeAttack(e, "miner_grunt_mine_regular", new[] { 24 }));
            e.AddCombatDirector(combatDirector);

            e.AddBag(new List <int>());

            return(e);
        }