Add button interaction system with event publishing and requirements handling
This commit is contained in:
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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