Add ammo consumption and item pickup systems

This commit is contained in:
2025-10-29 00:13:19 +01:00
parent 56ffa8e126
commit 09fa293c81
8 changed files with 113 additions and 9 deletions

View File

@@ -0,0 +1,47 @@
using GameCore.Combat;
using GameCore.Combat.Effects;
using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Events;
namespace GameCore.Inventory;
public class ItemAcquisitionSystem : ISystem
{
private readonly World _world;
public ItemAcquisitionSystem(World world)
{
_world = world;
_world.Subscribe<ItemPickupAttemptEvent>(OnItemPickupAttempt);
}
public void Update(World world, float deltaTime)
{
}
private void OnItemPickupAttempt(ItemPickupAttemptEvent e)
{
var pickupComponent = _world.GetComponent<PickupComponent>(e.ItemEntity);
if (pickupComponent == null) return;
if (pickupComponent.IsInstantUse)
{
var context = new EffectContext
{
World = _world,
Owner = e.Picker,
Target = e.Picker
};
foreach (var effect in pickupComponent.OnAcquireEffects) effect.Execute(context);
}
else
{
var item = new Item(e.ItemId, e.Quantity);
_world.PublishEvent(new AddItemToInventoryEvent(e.Picker, item));
}
_world.AddComponent(e.ItemEntity, new DeathComponent());
}
}

View File

@@ -1,3 +1,4 @@
using GameCore.Combat.Interfaces;
using GameCore.ECS.Interfaces;
namespace GameCore.Inventory;
@@ -7,4 +8,5 @@ public class PickupComponent : IComponent
public string ItemId { get; set; }
public int Quantity { get; set; } = 1;
public bool IsInstantUse { get; set; } = false;
public List<IEffect> OnAcquireEffects { get; set; } = [];
}

View File

@@ -1,4 +1,3 @@
using GameCore.Combat;
using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Events;
@@ -20,15 +19,17 @@ public class PickupSystem : ISystem
var collision = world.GetComponent<CollisionEventComponent>(entity);
if (collision == null) continue;
var pickup = world.GetComponent<PickupComponent>(entity);
var pickup = world.GetComponent<PickupComponent>(collision.OtherEntity);
var inventory = world.GetComponent<InventoryComponent>(entity);
if (pickup == null || inventory == null) continue;
var item = new Item(pickup.ItemId, pickup.Quantity);
// In the future, handle IsInstantUse items here
world.PublishEvent(new AddItemToInventoryEvent(entity, item));
world.AddComponent(collision.OtherEntity, new DeathComponent());
world.PublishEvent(new ItemPickupAttemptEvent(
entity,
collision.OtherEntity,
pickup.ItemId,
pickup.Quantity
));
}
foreach (var entity in withCollisions) world.RemoveComponent<CollisionEventComponent>(entity);