public void OnMessage(Core.MessageEventArgs e) { switch (e.MessageType) { case Core.EventTypes.ActionReqMove: // request movement Core.MovementReqEventArgs moveReq = (Core.MovementReqEventArgs)e; Core.Entity entoToMove = moveReq.EntRequestingMove; int eid = entoToMove.UID; Core.Directions dirToMove = moveReq.Direction; Components.PositionComp posComp = (Components.PositionComp)_entityManager.GetSingleComponentByID(eid, Core.ComponentTypes.Position); int newX = posComp.X; int newY = posComp.Y; switch (dirToMove) { case Core.Directions.None: break; case Core.Directions.DownLeft: newX = posComp.X - 1; newY = posComp.Y + 1; break; case Core.Directions.Down: newX = posComp.X; newY = posComp.Y + 1; break; case Core.Directions.DownRight: newX = posComp.X + 1; newY = posComp.Y + 1; break; case Core.Directions.Left: newX = posComp.X - 1; newY = posComp.Y; break; case Core.Directions.Centre: break; case Core.Directions.Right: newX = posComp.X + 1; newY = posComp.Y; break; case Core.Directions.UpLeft: newX = posComp.X - 1; newY = posComp.Y - 1; break; case Core.Directions.Up: newX = posComp.X; newY = posComp.Y - 1; break; case Core.Directions.UpRight: newX = posComp.X + 1; newY = posComp.Y - 1; break; } //check for collision Core.CollisionEventArgs msg = new Core.CollisionEventArgs(Core.EventTypes.CollisionCheck, entoToMove, newX, newY); Core.EventBus.Publish(Core.EventTypes.CollisionCheck, msg); break; case Core.EventTypes.MoveOK: Core.MoveOkayEventArgs m = (Core.MoveOkayEventArgs)e; if (_dungeonMap.GetCell(m.newX, m.newY).IsWalkable) { // get current pos Core.Entity ent = m.EntRequestingMove; Components.PositionComp pos = (Components.PositionComp)_entityManager.GetSingleComponentByID(ent.UID, Core.ComponentTypes.Position); Components.AIComp aiComp = (Components.AIComp)_entityManager.GetSingleComponentByID(ent.UID, Core.ComponentTypes.AI); aiComp.TurnsSinceMove = 0; _dungeonMap.SetIsWalkable(pos.X, pos.Y, true); _entityManager.RemoveEntFromPosition(pos.X, pos.Y, ent.UID); pos.X = m.newX; pos.Y = m.newY; _dungeonMap.SetIsWalkable(m.newX, m.newY, false); _entityManager.AddEntToPosition(m.newX, m.newY, ent.UID); } break; case Core.EventTypes.DirectMove: Core.DirectMoveEventArgs dm = (Core.DirectMoveEventArgs)e; //check for collision Core.CollisionEventArgs checkMsg = new Core.CollisionEventArgs(Core.EventTypes.CollisionCheck, dm.EntRequestingMove, dm.PointToMoveTo.X, dm.PointToMoveTo.Y); Core.EventBus.Publish(Core.EventTypes.CollisionCheck, checkMsg); break; case Core.EventTypes.NoMove: Core.NoMoveEventArgs nmEvent = (Core.NoMoveEventArgs)e; Components.AIComp aiC = (Components.AIComp)_entityManager.GetSingleComponentByID(nmEvent.EntNotMoving.UID, Core.ComponentTypes.AI); if (aiC != null) { aiC.TurnsSinceMove++; } //Game.MessageLog.Add($"Turns Since = {aiC.TurnsSinceMove.ToString()}"); break; } }
public void OnMessage(Core.MessageEventArgs e) { switch (e.MessageType) { case Core.EventTypes.DeleteEntity: Core.DeleteEntEventArgs msg = (Core.DeleteEntEventArgs)e; //_entsToDelete.Add(msg.entID); // set cell walkable List <Components.Component> compList = _entityManager.GetCompsByID(msg.entID); Components.PositionComp pc = (Components.PositionComp)compList.FirstOrDefault(x => x.CompType == Core.ComponentTypes.Position); _dungeonMap.SetIsWalkable(pc.X, pc.Y, true); _shedSystem.Remove(_entityManager.JustEntities[msg.entID]); _entityManager.RemoveEntity(msg.entID); break; case Core.EventTypes.DeadEntity: // leave corpse of entity Core.DeleteEntEventArgs dM = (Core.DeleteEntEventArgs)e; int entID = dM.entID; Components.PositionComp posC = (Components.PositionComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Position); _dungeonMap.SetIsWalkable(posC.X, posC.Y, true); Components.RenderComp rendC = (Components.RenderComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Render); rendC.Glyph = '%'; rendC.Colour = RLNET.RLColor.LightRed; Components.AttributesComp attC = (Components.AttributesComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Attributes); attC.Dead = true; Game.MessageLog.Add($"ENT IS DEAD YEAH: {attC.Dead} ----------------------------------------------------------------------------"); _shedSystem.Remove(_entityManager.JustEntities[entID]); _entityManager.RemoveCompFromEnt(entID, Core.ComponentTypes.Health); _entityManager.RemoveCompFromEnt(entID, Core.ComponentTypes.Actor); _entityManager.RemoveCompFromEnt(entID, Core.ComponentTypes.Schedulable); _entityManager.AddFurnitureToEnt(entID); _entityManager.AddDeadComp(entID); // drop inventory Components.InventoryComp invC = (Components.InventoryComp)_entityManager.GetSingleComponentByID(entID, Core.ComponentTypes.Inventory); if (invC != null) { foreach (int droppedID in invC.Inventory) { Components.CollectableComp cc = (Components.CollectableComp)_entityManager.GetSingleComponentByID(droppedID, Core.ComponentTypes.Collectable); // only drop treasure for the moment //TODO - drop other items apart from treasure if (cc.Treasure) { _entityManager.AddPositionToEnt(droppedID, posC.X, posC.Y); cc.Active = true; } } } break; } }