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(); }
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}"); }