Refactor ConsumeAmmoCost to use readonly field for ammoId and improve Entity struct equality methods

This commit is contained in:
2025-10-29 02:58:49 +01:00
parent 341173c53f
commit 5ee7945bfc
2 changed files with 21 additions and 7 deletions

View File

@@ -6,20 +6,22 @@ namespace GameCore.Combat.Effects;
public class ConsumeAmmoCost(string ammoId, int amount) : ICostEffect public class ConsumeAmmoCost(string ammoId, int amount) : ICostEffect
{ {
public readonly string AmmoId = ammoId;
public void Execute(EffectContext context) public void Execute(EffectContext context)
{ {
var inventory = context.World.GetComponent<InventoryComponent>(context.Owner); var inventory = context.World.GetComponent<InventoryComponent>(context.Owner);
if (inventory == null) return; if (inventory == null) return;
inventory.RemoveItem(ammoId, amount); inventory.RemoveItem(AmmoId, amount);
var newQuantity = inventory.GetItemCount(ammoId); var newQuantity = inventory.GetItemCount(AmmoId);
context.World.PublishEvent(new InventoryItemChangedEvent(context.Owner, ammoId, newQuantity)); context.World.PublishEvent(new InventoryItemChangedEvent(context.Owner, AmmoId, newQuantity));
} }
public bool CanAfford(EffectContext context) public bool CanAfford(EffectContext context)
{ {
var inventory = context.World.GetComponent<InventoryComponent>(context.Owner); var inventory = context.World.GetComponent<InventoryComponent>(context.Owner);
return inventory != null && inventory.HasItem(ammoId, amount); return inventory != null && inventory.HasItem(AmmoId, amount);
} }
} }

View File

@@ -1,3 +1,5 @@
using System.Diagnostics.CodeAnalysis;
namespace GameCore.ECS; namespace GameCore.ECS;
/// <summary> /// <summary>
@@ -8,4 +10,14 @@ namespace GameCore.ECS;
public readonly struct Entity(int id) public readonly struct Entity(int id)
{ {
public readonly int Id = id; public readonly int Id = id;
public override bool Equals([NotNullWhen(true)] object? obj)
{
return base.Equals(obj);
}
public override int GetHashCode()
{
return Id.GetHashCode();
}
} }