Add weapon acquisition and swapping systems with data handling
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39
GameCore/Combat/WeaponAcquisitionSystem.cs
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39
GameCore/Combat/WeaponAcquisitionSystem.cs
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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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using GameCore.Player;
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namespace GameCore.Combat;
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public class WeaponAcquisitionSystem : ISystem
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{
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private const string WeaponItemPrefix = "weapon_";
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private readonly World _world;
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public WeaponAcquisitionSystem(World world)
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{
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_world = world;
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_world.Subscribe<AddItemToInventoryEvent>(OnItemAdded);
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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 OnItemAdded(AddItemToInventoryEvent e)
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{
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if (!e.Item.ItemId.StartsWith(WeaponItemPrefix)) return;
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var equipment = _world.GetComponent<EquipmentComponent>(e.Target);
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if (equipment == null) return;
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if (!equipment.EquippableWeaponItemIds.Contains(e.Item.ItemId))
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equipment.EquippableWeaponItemIds.Add(e.Item.ItemId);
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if (equipment.CurrentWeaponIndex == -1)
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{
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equipment.CurrentWeaponIndex = equipment.EquippableWeaponItemIds.Count - 1;
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_world.PublishEvent(new EquipWeaponEvent(e.Target, e.Item.ItemId));
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}
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}
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}
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