Add button interaction system with event publishing and requirements handling

This commit is contained in:
2025-10-30 02:21:33 +01:00
parent 86afb57809
commit 3fcb31d92f
11 changed files with 240 additions and 5 deletions

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using GameCore.ECS;
using GameCore.Logic.Interfaces;
namespace GameCore.Logic;
public class DebugMessageAction(string message) : ITriggerAction
{
public void Execute(World world)
{
world.Logger.Debug($"[DebugMessageAction] {message}");
}
}

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using GameCore.ECS;
namespace GameCore.Logic.Interfaces;
public interface ITriggerAction
{
void Execute(World world);
}

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using GameCore.ECS.Interfaces;
using GameCore.Logic.Interfaces;
namespace GameCore.Logic;
public class LogicSequenceComponent : IComponent
{
public List<string> RequiredChannels { get; set; } = [];
public HashSet<string> ActivatedChannels { get; set; } = [];
public List<ITriggerAction> OnCompleteActions { get; set; } = [];
public bool IsOneTimeTrigger { get; set; } = false;
public bool HasTriggered { get; set; } = false;
}

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using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Events;
namespace GameCore.Logic;
public class LogicSequenceSystem : ISystem
{
private readonly World _world;
public LogicSequenceSystem(World world)
{
_world = world;
world.Subscribe<ButtonPressedEvent>(OnButtonPressed);
}
public void Update(World world, float deltaTime)
{
}
private void OnButtonPressed(ButtonPressedEvent e)
{
var logicEntities = _world.GetEntitiesWith<LogicSequenceComponent>();
foreach (var entity in logicEntities)
{
var logic = _world.GetComponent<LogicSequenceComponent>(entity);
if (logic == null || (logic.IsOneTimeTrigger && logic.HasTriggered)) continue;
if (logic.RequiredChannels.Contains(e.ChannelId))
{
if (e.NewState)
logic.ActivatedChannels.Add(e.ChannelId);
else
logic.ActivatedChannels.Remove(e.ChannelId);
_world.Logger.Info(
$"[LogicSequenceSystem] Channel '{e.ChannelId}' activated. Total {logic.ActivatedChannels.Count}/{logic.RequiredChannels.Count}");
if (logic.ActivatedChannels.Count == logic.RequiredChannels.Count)
{
_world.Logger.Info("[LogicSequenceSystem] All channels activated. Executing actions.");
foreach (var action in logic.OnCompleteActions) action.Execute(_world);
if (logic.IsOneTimeTrigger) logic.HasTriggered = true;
logic.ActivatedChannels.Clear();
}
}
}
}
}

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using GameCore.ECS;
using GameCore.Events;
using GameCore.Logic.Interfaces;
using GameCore.Math;
using GameCore.Physics;
namespace GameCore.Logic;
public class SpawnEntityAction(string archetypeId, string spawnerWorldId) : ITriggerAction
{
public void Execute(World world)
{
var spawnerEntity = world.FindEntityByWorldId(spawnerWorldId);
if (spawnerEntity == null)
{
world.Logger.Warn($"[SpawnEntityAction] Could not find spawner with WorldId: {spawnerWorldId}");
return;
}
var position = world.GetComponent<PositionComponent>(spawnerEntity.Value);
if (position == null)
{
world.Logger.Warn($"[SpawnEntityAction] Spawner '{spawnerWorldId}' does not have a PositionComponent.");
return;
}
world.PublishEvent(new SpawnEntityEvent(
archetypeId,
position.Position,
Vector3.Zero,
default));
world.Logger.Info($"[SpawnEntityAction] Spawning '{archetypeId}' at '{spawnerWorldId}'.");
}
}

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using GameCore.ECS;
using GameCore.Interaction;
using GameCore.Logic.Interfaces;
namespace GameCore.Logic;
public class UnlockDoorAction(string targetWorldId) : ITriggerAction
{
public void Execute(World world)
{
var doorEntity = world.FindEntityByWorldId(targetWorldId);
if (doorEntity == null)
{
world.Logger.Warn($"[UnlockDoorAction] Could not find entity with WorldId: {targetWorldId}");
return;
}
var door = world.GetComponent<DoorComponent>(doorEntity.Value);
if (door == null)
{
world.Logger.Warn($"[UnlockDoorAction] Entity '{targetWorldId}' does not have a DoorComponent.");
return;
}
if (door.CurrentState == DoorComponent.DoorState.Locked)
{
door.CurrentState = DoorComponent.DoorState.Closed;
door.Requirements.Clear();
world.Logger.Info($"[UnlockDoorAction] Unlocked door: {targetWorldId}");
}
}
}