Add button interaction system with event publishing and requirements handling
This commit is contained in:
@@ -3,6 +3,7 @@ using GameCore.ECS.Interfaces;
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using GameCore.Events;
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using GameCore.Events.Interfaces;
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using GameCore.Input.Interfaces;
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using GameCore.Interaction;
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using GameCore.Logging.Interfaces;
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namespace GameCore.ECS;
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@@ -112,4 +113,18 @@ public class World(IInputService inputService, IWorldQuery worldQuery, Simulatio
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{
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_eventBus.Unsubscribe(handler);
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}
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public Entity? FindEntityByWorldId(string worldId)
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{
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if (string.IsNullOrEmpty(worldId)) return null;
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foreach (var entity in _componentsByEntityId.Keys.Select(id => new Entity(id)))
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{
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var idComponent = GetComponent<WorldIdComponent>(entity);
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if (idComponent != null && idComponent.WorldId == worldId)
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return entity;
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}
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return null;
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}
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}
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9
GameCore/Events/ButtonPressedEvent.cs
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9
GameCore/Events/ButtonPressedEvent.cs
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@@ -0,0 +1,9 @@
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using GameCore.Events.Interfaces;
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namespace GameCore.Events;
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public readonly struct ButtonPressedEvent(string channelId, bool newState) : IEvent
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{
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public readonly string ChannelId = channelId;
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public readonly bool NewState = newState;
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}
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14
GameCore/Interaction/ButtonComponent.cs
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14
GameCore/Interaction/ButtonComponent.cs
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@@ -0,0 +1,14 @@
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using GameCore.ECS.Interfaces;
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using GameCore.Interaction.Interfaces;
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namespace GameCore.Interaction;
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public class ButtonComponent : IComponent
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{
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public string ChannelId { get; set; } = "default_channel";
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public bool IsToggle { get; set; } = false;
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public bool IsOneTimeUse { get; set; } = false;
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public bool IsPressed { get; set; } = false;
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public bool HasBeenUsed { get; set; } = false;
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public List<IInteractionRequirement> Requirements { get; set; } = [];
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}
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@@ -2,6 +2,7 @@ using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Events;
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using GameCore.Input;
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using GameCore.Interaction.Interfaces;
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using GameCore.Player;
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namespace GameCore.Interaction;
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@@ -26,12 +27,22 @@ public class InteractionSystem(float interactionRange) : ISystem
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if (hit.DidHit && hit.HitEntity.HasValue)
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{
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var door = world.GetComponent<DoorComponent>(hit.HitEntity.Value);
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var targetEntity = hit.HitEntity.Value;
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var door = world.GetComponent<DoorComponent>(targetEntity);
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if (door != null)
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{
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world.AddComponent(player, new IsLookingAtInteractableComponent(hit.HitEntity.Value));
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if (input.IsInteracting) TryInteractWithDoor(world, player, hit.HitEntity.Value, door);
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return;
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}
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var button = world.GetComponent<ButtonComponent>(targetEntity);
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if (button != null)
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{
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world.AddComponent(player, new IsLookingAtInteractableComponent(targetEntity));
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if (input.IsInteracting) TryInteractWithButton(world, player, targetEntity, button);
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}
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}
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}
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@@ -41,7 +52,7 @@ public class InteractionSystem(float interactionRange) : ISystem
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switch (door.CurrentState)
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{
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case DoorComponent.DoorState.Locked:
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if (CheckRequirements(world, interactor, door))
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if (CheckRequirements(world, interactor, door.Requirements))
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{
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world.Logger.Info($"Door {doorEntity.Id} requirements met. Unlocking door.");
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door.CurrentState = DoorComponent.DoorState.Opening;
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@@ -67,13 +78,39 @@ public class InteractionSystem(float interactionRange) : ISystem
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}
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}
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private bool CheckRequirements(World world, Entity interactor, DoorComponent door)
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private void TryInteractWithButton(World world, Entity interactor, Entity buttonEntity, ButtonComponent button)
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{
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foreach (var req in door.Requirements)
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if (button.IsOneTimeUse && button.HasBeenUsed)
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{
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world.Logger.Info($"Button {buttonEntity.Id} is one-time-use and has already been used.");
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return;
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}
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if (CheckRequirements(world, interactor, button.Requirements))
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{
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if (button.IsToggle)
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button.IsPressed = !button.IsPressed;
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else
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button.IsPressed = true;
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button.HasBeenUsed = true;
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world.Logger.Info(
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$"Button {buttonEntity.Id} pressed. Channel: {button.ChannelId}, NewState: {button.IsPressed}");
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world.PublishEvent(new ButtonPressedEvent(button.ChannelId, button.IsPressed));
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}
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else
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{
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world.Logger.Info($"Button {buttonEntity.Id} requirements not met.");
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}
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}
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private bool CheckRequirements(World world, Entity interactor, List<IInteractionRequirement> requirements)
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{
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foreach (var req in requirements)
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if (!req.IsMet(interactor, world))
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return false;
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foreach (var req in door.Requirements) req.ApplySideEffects(interactor, world);
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foreach (var req in requirements) req.ApplySideEffects(interactor, world);
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return true;
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}
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8
GameCore/Interaction/WorldIdComponent.cs
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8
GameCore/Interaction/WorldIdComponent.cs
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@@ -0,0 +1,8 @@
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using GameCore.ECS.Interfaces;
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namespace GameCore.Interaction;
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public class WorldIdComponent(string worldId) : IComponent
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{
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public readonly string WorldId = worldId;
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}
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12
GameCore/Logic/DebugMessageAction.cs
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12
GameCore/Logic/DebugMessageAction.cs
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@@ -0,0 +1,12 @@
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using GameCore.ECS;
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using GameCore.Logic.Interfaces;
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namespace GameCore.Logic;
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public class DebugMessageAction(string message) : ITriggerAction
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{
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public void Execute(World world)
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{
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world.Logger.Debug($"[DebugMessageAction] {message}");
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}
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}
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8
GameCore/Logic/Interfaces/ITriggerAction.cs
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8
GameCore/Logic/Interfaces/ITriggerAction.cs
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@@ -0,0 +1,8 @@
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using GameCore.ECS;
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namespace GameCore.Logic.Interfaces;
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public interface ITriggerAction
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{
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void Execute(World world);
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}
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13
GameCore/Logic/LogicSequenceComponent.cs
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13
GameCore/Logic/LogicSequenceComponent.cs
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@@ -0,0 +1,13 @@
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using GameCore.ECS.Interfaces;
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using GameCore.Logic.Interfaces;
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namespace GameCore.Logic;
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public class LogicSequenceComponent : IComponent
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{
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public List<string> RequiredChannels { get; set; } = [];
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public HashSet<string> ActivatedChannels { get; set; } = [];
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public List<ITriggerAction> OnCompleteActions { get; set; } = [];
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public bool IsOneTimeTrigger { get; set; } = false;
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public bool HasTriggered { get; set; } = false;
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}
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52
GameCore/Logic/LogicSequenceSystem.cs
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52
GameCore/Logic/LogicSequenceSystem.cs
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@@ -0,0 +1,52 @@
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Events;
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namespace GameCore.Logic;
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public class LogicSequenceSystem : ISystem
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{
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private readonly World _world;
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public LogicSequenceSystem(World world)
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{
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_world = world;
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world.Subscribe<ButtonPressedEvent>(OnButtonPressed);
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}
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public void Update(World world, float deltaTime)
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{
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}
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private void OnButtonPressed(ButtonPressedEvent e)
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{
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var logicEntities = _world.GetEntitiesWith<LogicSequenceComponent>();
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foreach (var entity in logicEntities)
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{
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var logic = _world.GetComponent<LogicSequenceComponent>(entity);
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if (logic == null || (logic.IsOneTimeTrigger && logic.HasTriggered)) continue;
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if (logic.RequiredChannels.Contains(e.ChannelId))
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{
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if (e.NewState)
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logic.ActivatedChannels.Add(e.ChannelId);
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else
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logic.ActivatedChannels.Remove(e.ChannelId);
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_world.Logger.Info(
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$"[LogicSequenceSystem] Channel '{e.ChannelId}' activated. Total {logic.ActivatedChannels.Count}/{logic.RequiredChannels.Count}");
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if (logic.ActivatedChannels.Count == logic.RequiredChannels.Count)
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{
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_world.Logger.Info("[LogicSequenceSystem] All channels activated. Executing actions.");
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foreach (var action in logic.OnCompleteActions) action.Execute(_world);
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if (logic.IsOneTimeTrigger) logic.HasTriggered = true;
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logic.ActivatedChannels.Clear();
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}
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}
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}
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}
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}
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35
GameCore/Logic/SpawnEntityAction.cs
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35
GameCore/Logic/SpawnEntityAction.cs
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@@ -0,0 +1,35 @@
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using GameCore.ECS;
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using GameCore.Events;
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using GameCore.Logic.Interfaces;
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using GameCore.Math;
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using GameCore.Physics;
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namespace GameCore.Logic;
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public class SpawnEntityAction(string archetypeId, string spawnerWorldId) : ITriggerAction
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{
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public void Execute(World world)
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{
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var spawnerEntity = world.FindEntityByWorldId(spawnerWorldId);
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if (spawnerEntity == null)
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{
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world.Logger.Warn($"[SpawnEntityAction] Could not find spawner with WorldId: {spawnerWorldId}");
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return;
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}
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var position = world.GetComponent<PositionComponent>(spawnerEntity.Value);
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if (position == null)
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{
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world.Logger.Warn($"[SpawnEntityAction] Spawner '{spawnerWorldId}' does not have a PositionComponent.");
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return;
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}
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world.PublishEvent(new SpawnEntityEvent(
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archetypeId,
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position.Position,
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Vector3.Zero,
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default));
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world.Logger.Info($"[SpawnEntityAction] Spawning '{archetypeId}' at '{spawnerWorldId}'.");
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}
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}
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32
GameCore/Logic/UnlockDoorAction.cs
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32
GameCore/Logic/UnlockDoorAction.cs
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@@ -0,0 +1,32 @@
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using GameCore.ECS;
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using GameCore.Interaction;
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using GameCore.Logic.Interfaces;
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namespace GameCore.Logic;
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public class UnlockDoorAction(string targetWorldId) : ITriggerAction
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{
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public void Execute(World world)
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{
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var doorEntity = world.FindEntityByWorldId(targetWorldId);
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if (doorEntity == null)
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{
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world.Logger.Warn($"[UnlockDoorAction] Could not find entity with WorldId: {targetWorldId}");
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return;
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}
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var door = world.GetComponent<DoorComponent>(doorEntity.Value);
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if (door == null)
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{
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world.Logger.Warn($"[UnlockDoorAction] Entity '{targetWorldId}' does not have a DoorComponent.");
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return;
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}
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if (door.CurrentState == DoorComponent.DoorState.Locked)
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{
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door.CurrentState = DoorComponent.DoorState.Closed;
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door.Requirements.Clear();
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world.Logger.Info($"[UnlockDoorAction] Unlocked door: {targetWorldId}");
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}
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}
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}
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