示例#1
0
    public override void Update(float deltaTime, uint tick)
    {
        //Run through our system logic here
        //Note, we do this for every entity
        for (int i = 0; i < _targetComponentArray.Length; i++)
        {
            //First, we need to make sure we're dealing with an active entity
            if (!_entityManager.IsEntityActive(i))
            {
                return;
            }

            if (!_targetComponentArray[i].IsActive)
            {
                //This entity does not have a target. Let's fix that

                //Lets assess potential targets
                //For now, this means looping through entities by team id and picking one that isn't our team

                _potentialTargetList.Clear();

                for (int t = 0; t < _teamComponentArray.Length; t++)
                {
                    //Skip ourselves ;) && Skip any entity that isn't active
                    if (t != i && _entityManager.IsEntityActive(t) && _teamComponentArray[i] != _teamComponentArray[t])
                    {
                        _potentialTargetList.Add(t);
                    }
                }

                //Now we should ideally have a magical list of potential targets. Let's pick one from that list
                if (_potentialTargetList.Count > 0)
                {
                    int targetIndex = _randomSystem.GetNext(0, _potentialTargetList.Count - 1);

                    ref TargetComponent targetComponent = ref _entityManager.AddComponentToEntity <TargetComponent>(i);
                    targetComponent.TargetId           = _potentialTargetList[targetIndex];
                    targetComponent.TargetAcquiredTick = tick;

                    _logger.Log(string.Format("Entity {0} found target Entity {1}. Acquired at tick {2}", i, _potentialTargetList[targetIndex], tick));
                }
            }
        }
示例#2
0
    public override void Update(float deltaTime, uint tick)
    {
        //Loop through all entities that have a target component
        for (int i = 0; i < _targetComponentArray.Length; i++)
        {
            //First, we need to make sure we're dealing with an active entity
            if (!_entityManager.IsEntityActive(i))
            {
                return;
            }

            //Now we need to make sure this current entity "i" has a target. If not, then this system isn't interested
            if (_targetComponentArray[i].IsActive)
            {
                //Make sure the target has a position component
                if (_positionComponentArray[_targetComponentArray[i].TargetId].IsActive)
                {
                    //This entity has a target, now we need to see if we're outside of attack range
                    float dist = _positionComponentArray[i].Position.DistanceTo(_positionComponentArray[_targetComponentArray[i].TargetId].Position);
                    if (dist > _combatStatsComponents[i].AttackRange)
                    {
                        //Well, our worst fears have come true, the target is out of range... Guess we need to get on the dusty trail

                        //First we need to check to see if we were previously pathing, and if so, should we be pathing to the same point
                        if (!_targetComponentArray[i].TargetPosition.SameAs(_positionComponentArray[_targetComponentArray[i].TargetId].Position) || _pathToTargetComponent[i].Path == null)
                        {
                            //Well, they're not in the same position, so we should probably update that
                            //TODO, we should be pathing to somewhere "near" the target based on some range information about this entity. This could easily be offloaded to a pathfinding manager.

                            _pathToTargetComponent[i].Path = _pathfindingManager.GetPath(_positionComponentArray[i], _positionComponentArray[_targetComponentArray[i].TargetId]);
                            _pathToTargetComponent[i].CurrentPathSegmentIndex = 0;

                            //Since we're setting a path to where the target currently is, we need to rememer where the target currently is
                            _targetComponentArray[i].TargetPosition.Set(_positionComponentArray[_targetComponentArray[i].TargetId].Position);

                            _logger.Log(string.Format("Updated path for Entity {0} to Target {1} X:{2} Y:{3} Z:{4}", i, _targetComponentArray[i].TargetId,
                                                      _positionComponentArray[_targetComponentArray[i].TargetId].Position.X,
                                                      _positionComponentArray[_targetComponentArray[i].TargetId].Position.Y,
                                                      _positionComponentArray[_targetComponentArray[i].TargetId].Position.Z));

                            _pathToTargetComponent[i].IsActive = true;
                        }
                    }
                }
            }
        }
    }
    public override void Update(float deltaTime, uint tick)
    {
        for (int i = 0; i < _pathToPositionComponentArray.Length; i++)
        {
            //C'mon. If the dude isn't active you shouldn't do a damn thing. Get out of herer
            if (!_entityManager.IsEntityActive(i))
            {
                return;
            }

            //Now that we know this is an active Entity, does it even have a path?
            if (_pathToPositionComponentArray[i].IsActive)
            {
                //There's a path. Now, what to do?
                //This function should use the entities move speed to move them along the path.
                //It should move along the path segment by segment.


                //Move the motherf*@!cker

                //Grab a short hand name for this array element, other wise the following code would be waaaaay longer
                PathToPositionComponent ptpc = _pathToPositionComponentArray[i];

                //Get this doods move speed
                float moveSpeed = _combatStatsComponents[i].MovementSpeed;

                //Grab ye olde vector from this entity to the target position
                Vector3D moveDeltaVector = ptpc.Path[ptpc.CurrentPathSegmentIndex] - _positionComponentArray[i].Position;

                //Normalize the vector, then scale it according to the move speed
                moveDeltaVector.Normalize();

                //This is cool. This normalized vector is our direction, so just go ahead and record that
                _positionComponentArray[i].Direction = moveDeltaVector;

                moveDeltaVector.Scale(moveSpeed * deltaTime);

                //Now add the delta vector to our position
                _positionComponentArray[i].Position.Add(moveDeltaVector);


                _logger.Log(string.Format("Entity {0} moved to {1}, {2}, {3}", i, _positionComponentArray[i].Position.X, _positionComponentArray[i].Position.Y, _positionComponentArray[i].Position.Z));


                //We should check to see if we're at the end point of a path segment OR we've moved beyond our target point

                //First, get the distance
                float dist = _positionComponentArray[i].Position.DistanceTo(ptpc.Path[ptpc.CurrentPathSegmentIndex]);

                //Now get the dot product to know if we're beyond our target point
                Vector3D postMoveVector = ptpc.Path[ptpc.CurrentPathSegmentIndex] - _positionComponentArray[i].Position;

                float dotProd = Vector3D.DotProduct(postMoveVector, _positionComponentArray[i].Direction);


                //Now, we can compare this squared distance to our squared epsilon. This saves us from having to perform a square root calculation
                if (dist <= _combatStatsComponents[i].AttackRange || dotProd <= 0.0f)
                {
                    //We can now consider ourselves "arrived" at this point
                    //Set the current position to this point, and then up the current path index. We also need to check to see if this was the last path segment
                    //and if so, consider our travel along this path as complete.

                    _positionComponentArray[i].Position.Set(ptpc.Path[ptpc.CurrentPathSegmentIndex]);

                    if (ptpc.CurrentPathSegmentIndex == ptpc.Path.Length - 1)
                    {
                        //Oh boy, we're at the end. What a treat.
                        //Lets remove the path component, because that's within our power
                        _pathToPositionComponentArray[i].Path     = null;
                        _pathToPositionComponentArray[i].IsActive = false;

                        _logger.Log(string.Format("Entity {0} arrived at end of path!", i));
                    }
                    else
                    {
                        //Not the end mf. Press on.
                        //Update our index to the next segment... and that's cool.
                        ptpc.CurrentPathSegmentIndex++;
                    }
                }
            }
        }
    }