示例#1
0
        public static void SlideTest()
        {
            var world = new World(5, 5);
            var p_fact = new EntityFactory<Entity>()
                .AddBehavior(Acting.Preset(new Acting.Config(Algos.SimpleAlgo)))
                .AddBehavior(Attacking.Preset)
                .AddBehavior(Moving.Preset)
                .AddBehavior(Displaceable.DefaultPreset)
                .AddBehavior(Statused.Preset)
                .Retouch(Hopper.Core.Retouchers.Reorient.OnDisplace)
                .Retouch(Hopper.Core.Retouchers.Skip.EmptyAttack);

            var player = world.SpawnPlayer(p_fact, new IntVector2(1, 1));
            var ice_fact = IceFloor.CreateFactory();
            var ice1 = world.SpawnEntity(ice_fact, new IntVector2(2, 1));
            var ice2 = world.SpawnEntity(ice_fact, new IntVector2(3, 1));
            var action = new CompositeAction(
                Action.CreateBehavioral<Attacking>(),
                Action.CreateBehavioral<Moving>()
            );
            void SetAction(IntVector2 vec) => player.Behaviors.Get<Acting>().NextAction
                = action.Copy().WithDir(vec);
            void Print()
            {
                System.Console.WriteLine($"Is status applied? {SlideStatus.Status.IsApplied(player)}");
                System.Console.WriteLine($"Position: {player.Pos}");
            }

            SetAction(IntVector2.Right);
            world.Loop();
            Print();

            SetAction(IntVector2.Down);
            world.Loop();
            Print();

            SetAction(IntVector2.Down);
            world.Loop();
            Print();

            SetAction(IntVector2.Down);
            world.Loop();
            Print();
        }
示例#2
0
        static void Demo()
        {
            var ____ = Spider.Factory;
            var _____ = TestTinkerStuff.tinker;
            var ______ = TestStatusStuff.status;

            System.Console.WriteLine("\n ------ Definition + Instantiation Demo ------ \n");

            World world = new World(5, 5);
            System.Console.WriteLine("Created world");

            // Statused.RegisterStatus(TestStatusTinkerStuff.status, 1);
            var packed = Registry.Default.Tinker.PackModMap();
            Registry.Default.Tinker.SetServerMap(packed);

            var player.Factory = new EntityFactory<Player>();
            player.Factory.AddBehavior(Attackable.DefaultPreset);
            player.Factory.AddBehavior(Attacking.Preset);
            player.Factory.AddBehavior(Displaceable.DefaultPreset);
            player.Factory.AddBehavior(Moving.Preset);
            player.Factory.AddBehavior(Pushable.Preset);
            player.Factory.AddBehavior(Statused.Preset);
            System.Console.WriteLine("Set up player.Factory");

            Acting.Config playerActingConf = new Acting.Config(Algos.SimpleAlgo, null);

            player.Factory.AddBehavior(Acting.Preset(playerActingConf));
            player.Factory.Retouch(Hopper.Core.Retouchers.Skip.EmptyAttack);

            // this one's for the equip demo
            player.Factory.Retouch(Hopper.Core.Retouchers.Equip.OnDisplace);


            var enemy.Factory = new EntityFactory<Entity>();
            enemy.Factory.AddBehavior(Attackable.DefaultPreset);
            enemy.Factory.AddBehavior(Attacking.Preset);
            enemy.Factory.AddBehavior(Displaceable.DefaultPreset);
            enemy.Factory.AddBehavior(Moving.Preset);
            enemy.Factory.AddBehavior(Pushable.Preset);


            Acting.Config enemyActingConf = new Acting.Config(Algos.EnemyAlgo);

            enemy.Factory.AddBehavior(Acting.Preset(enemyActingConf));


            var attackAction = Action.CreateBehavioral<Attacking>();
            var moveAction = Action.CreateBehavioral<Moving>();
            CompositeAction attackMoveAction = new CompositeAction(
                new Action[] { attackAction, moveAction }
            );

            Step[] stepData =
            {
                new Step { action = null },
                new Step { action = attackMoveAction, movs = Movs.Basic }
            };

            var sequenceConfig = new Sequential.Config(stepData);

            enemy.Factory.AddBehavior(Sequential.Preset(sequenceConfig));
            System.Console.WriteLine("Set up enemy.Factory");

            Entity player = player.Factory.Instantiate();
            System.Console.WriteLine("Instantiated Player");

            Entity enemy = enemy.Factory.Instantiate();
            System.Console.WriteLine("Instantiated Enemy");

            enemy.Init(new IntVector2(1, 2), world);
            world.State.AddEntity(enemy);
            world.Grid.Reset(enemy, enemy.Pos);
            System.Console.WriteLine("Enemy set in world");

            player.Init(new IntVector2(1, 1), world);
            world.State.AddPlayer(player);
            world.Grid.Reset(player, player.Pos);
            System.Console.WriteLine("Player set in world");

            var playerNextAction = attackMoveAction.Copy();
            playerNextAction.direction = new IntVector2(0, 1);
            player.Behaviors.Get<Acting>().NextAction = playerNextAction;
            System.Console.WriteLine("Set player action");
            System.Console.WriteLine("\n ------ Modifier Demo ------ \n");

            var mod = Modifier.Create(Attack.Path, new Attack { damage = 1 });//new StatModifier(Attack.Path, new Attack { damage = 1 });
            var attack = player.Stats.Get(Attack.Path);
            System.Console.WriteLine("Attack damage:{0}", attack.damage);
            System.Console.WriteLine("Attack pierce:{0}", attack.pierce);
            System.Console.WriteLine("Adding modifier");
            mod.AddSelf(player.Stats);
            attack = player.Stats.Get(Attack.Path);
            System.Console.WriteLine("Attack damage:{0}", attack.damage);
            System.Console.WriteLine("Attack pierce:{0}", attack.pierce);
            System.Console.WriteLine("Removing modifier");
            mod.RemoveSelf(player.Stats);
            attack = player.Stats.Get(Attack.Path);
            System.Console.WriteLine("Attack damage:{0}", attack.damage);
            System.Console.WriteLine("Attack pierce:{0}", attack.pierce);

            var mod2 = Modifier.Create(Attack.Path, new EvHandler<StatEvent<Attack>>(
                (StatEvent<Attack> eve) =>
                {
                    System.Console.WriteLine("Called handler");
                    eve.file.damage *= 3;
                })
            );
            System.Console.WriteLine("Adding modifier");
            mod2.AddSelf(player.Stats);
            attack = player.Stats.Get(Attack.Path);
            System.Console.WriteLine("Attack damage:{0}", attack.damage);
            System.Console.WriteLine("Attack pierce:{0}", attack.pierce);
            System.Console.WriteLine("Removing modifier");
            player.Stats.RemoveChainModifier(mod2);
            attack = player.Stats.Get(Attack.Path);
            System.Console.WriteLine("Attack damage:{0}", attack.damage);
            System.Console.WriteLine("Attack pierce:{0}", attack.pierce);

            System.Console.WriteLine("\n ------ Pools Demo ------ \n");

            PoolItem[] items = new[]
            {
                new PoolItem(0, 1),
                new PoolItem(1, 1),
                new PoolItem(2, 1),
                new PoolItem(3, 1),
                new PoolItem(4, 10)
            };

            var pool = Pool.CreateNormal<Hopper.Core.Items.IItem>();

            pool.AddRange("zone1/weapons", items.Take(2));
            pool.AddRange("zone1/trinkets", items.Skip(2).Take(2));
            pool.Add("zone1/trinkets", items[4]);

            var poolCopy = pool.Copy();

            var it1 = pool.GetNextItem("zone1/weapons");
            System.Console.WriteLine($"Item Id = {it1.id}, q = {it1.quantity}");
            // var it2 = pool.GetNextItem("zone1/weapons");
            // System.Console.WriteLine($"Item Id = {it2.id}, q = {it2.quantity}");
            var it3 = poolCopy.GetNextItem("zone1/weapons");
            System.Console.WriteLine($"Item Id = {it3.id}, q = {it3.quantity}");
            var it4 = poolCopy.GetNextItem("zone1/weapons");
            System.Console.WriteLine($"Item Id = {it4.id}, q = {it4.quantity}");


            System.Console.WriteLine("\n ------ TargetProvider Demo ------ \n");
            var pattern = new Pattern
            (
                new Piece
                {
                    pos = new IntVector2(1, 0),
                    dir = new IntVector2(1, 0),
                    reach = null
                },
                new Piece
                {
                    pos = new IntVector2(2, 0),
                    dir = new IntVector2(1, 0),
                    reach = new List<int>()
                }
            );
            var weapon = TargetProvider.CreateAtk(pattern, Handlers.GeneralChain);
            System.Console.WriteLine($"Enemy is at {enemy.Pos}");
            var atk = player.Stats.Get(Attack.Path);
            var targets = weapon.GetTargets(player, playerNextAction.direction, atk);
            foreach (var t in targets)
            {
                System.Console.WriteLine($"Entity at {t.targetEntity.Pos} has been considered a potential target");
            }

            System.Console.WriteLine("\n ------ Inventory Demo ------ \n");
            var inventory = (Inventory)player.Inventory;

            var slot = new SizedSlot<CircularItemContainer, Hopper.Core.Items.IItem>("stuff2", 1);

            inventory.AddContainer(slot);

            var tinker = Tinker<TinkerData>.SingleHandlered<Attacking.Event>(
                Attacking.Check,
                e => System.Console.WriteLine("Hello from tinker applied by item")
            );
            var item = new TinkerItem(new ItemMetadata("Test_Tinker_Item"), tinker, slot);

            // inventory.Equip(item) ->         // the starting point
            // item.BeEquipped(entity) ->       // it's interface method
            // tinker.Tink(entity)  ->          // adds the handlers
            // entity.Tinkers.SetStore()        // creates the tinker data
            inventory.Equip(item);

            world.Loop();
            System.Console.WriteLine("Looped");

            // creates excess as the size is 1
            inventory.Equip(item);
            // inventory.DropExcess() ->
            // item.BeUnequipped()    ->
            // tinker.Untink() -> entity.Tinkers.RemoveStore()
            // + world.CreateDroppedItem(id, pos)
            inventory.DropExcess();

            var entities = world.Grid.GetCellAt(player.Pos).m_entities;
            System.Console.WriteLine($"There's {entities.Count} entities in the cell where the player is standing");

            System.Console.WriteLine("\n ------ History Demo ------ \n");
            var enemyUpdates = enemy.History.Updates;
            var playerUpdates = player.History.Updates;
            foreach (var updateInfo in enemyUpdates)
            {
                System.Console.WriteLine($"Enemy did {System.Enum.GetName(typeof(UpdateCode), updateInfo.updateCode)}. Position after: {updateInfo.stateAfter.pos}");
            }
            foreach (var updateInfo in playerUpdates)
            {
                System.Console.WriteLine($"Player did {System.Enum.GetName(typeof(UpdateCode), updateInfo.updateCode)}. Position after: {updateInfo.stateAfter.pos}");
            }

            System.Console.WriteLine("\n ------ Equip on Displace Demo ------ \n");
            // we don't need the entity for the next test
            enemy.Die();

            var playerMoveAction = moveAction.Copy();
            playerMoveAction.direction = IntVector2.Down;
            player.Behaviors.Get<Acting>().NextAction = playerMoveAction;

            var slot2 = new SizedSlot<CircularItemContainer, Hopper.Core.Items.IItem>("stuff3", 1);
            inventory.AddContainer(slot2);

            var chainDefs2 = new IChainDef[0];
            var tinker2 = new Tinker<TinkerData>(chainDefs2);
            var item2 = new TinkerItem(new ItemMetadata("Test_Tinker_Item_2"), tinker2, slot2);

            var droppedItem2 = world.SpawnDroppedItem(item2, player.Pos + IntVector2.Down);

            /*
            this only works because we did
            `player.Factory.AddRetoucher(Core.Retouchers.Equip.OnDisplace);`
            up top.
            */

            System.Console.WriteLine($"Player's position before moving: {player.Pos}");
            world.Loop();
            System.Console.WriteLine($"Player's new position: {player.Pos}");
            System.Console.WriteLine($"There's {world.Grid.GetCellAt(player.Pos).m_entities.Count} entities in the cell where the player is standing");


            System.Console.WriteLine("\n ------ Tinker static reference Demo ------ \n");

            var tinker3 = TestTinkerStuff.tinker; // see the definition below
            tinker3.Tink(player);
            player.Behaviors.Get<Acting>().NextAction = playerMoveAction;
            world.Loop();
            tinker3.Untink(player);


            System.Console.WriteLine("\n ------ Status Demo ------ \n");

            // this has to be rethought for sure
            var status = TestStatusStuff.status;
            status.TryApply(
                player,
                new StatusData(),
                new StatusFile { power = 1, amount = 2 }
            );
            player.Behaviors.Get<Acting>().NextAction = playerMoveAction;
            world.Loop();
            player.Behaviors.Get<Acting>().NextAction = playerMoveAction;
            world.Loop();
            player.Behaviors.Get<Acting>().NextAction = playerMoveAction;
            world.Loop();

            System.Console.WriteLine("\n ------ Spider Demo ------ \n");
            player.ResetPosInGrid(new IntVector2(4, 4));
            var spider = world.SpawnEntity(Spider.Factory, new IntVector2(3, 3));
            world.Loop();
            System.Console.WriteLine($"Tinker is applied? {BindStatuses.NoMove.IsApplied(player)}");
            System.Console.WriteLine("Looped");
            System.Console.WriteLine($"Player's new position: {player.Pos}");
            System.Console.WriteLine($"Spider's new position: {spider.Pos}");

            player.Behaviors.Get<Acting>().NextAction = attackAction;
            world.Loop();
            System.Console.WriteLine("Looped");
            System.Console.WriteLine($"Player's new position: {player.Pos}");
            System.Console.WriteLine($"Spider's new position: {spider.Pos}");

            player.Behaviors.Get<Displaceable>().Activate(new IntVector2(-1, -1), new Move());
            world.Loop();
            System.Console.WriteLine("Looped");
            System.Console.WriteLine($"Player's new position: {player.Pos}");
            System.Console.WriteLine($"Spider's new position: {spider.Pos}");

            System.Console.WriteLine("Killing spider");
            spider.Die();
            world.Loop();
            System.Console.WriteLine($"Tinker is applied? {BindStatuses.NoMove.IsApplied(player)}");

            System.Console.WriteLine("\n ------ Input Demo ------ \n");
            // we also have the possibilty to add behaviors dynamically.
            var Input.Factory = new BehaviorFactory<Controllable>();
            var input = (Controllable)Input.Factory.Instantiate(player,
                new Controllable.Config { defaultAction = attackMoveAction });
            player.Behaviors.Add(typeof(Controllable), input);

            var outputAction0 = input.ConvertVectorToAction(IntVector2.Up);
            System.Console.WriteLine($"Fed Up. Output: {outputAction0.direction}");
            var outputAction1 = input.ConvertInputToAction(InputMapping.Special_0);
            System.Console.WriteLine($"Fed Special_0. Output is null?: {outputAction1 == null}");
        }