Add door interaction system with state management and event publishing
This commit is contained in:
10
GameCore/Events/DoorLockedEvent.cs
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10
GameCore/Events/DoorLockedEvent.cs
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using GameCore.ECS;
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using GameCore.Events.Interfaces;
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namespace GameCore.Events;
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public readonly struct DoorLockedEvent(Entity doorEntity, Entity interactor) : IEvent
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{
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public readonly Entity DoorEntity = doorEntity;
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public readonly Entity Interactor = interactor;
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}
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11
GameCore/Events/DoorStateChangedEvent.cs
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11
GameCore/Events/DoorStateChangedEvent.cs
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using GameCore.ECS;
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using GameCore.Events.Interfaces;
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using GameCore.Interaction;
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namespace GameCore.Events;
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public readonly struct DoorStateChangedEvent(Entity doorEntity, DoorComponent.DoorState newState) : IEvent
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{
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public readonly Entity DoorEntity = doorEntity;
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public readonly DoorComponent.DoorState NewState = newState;
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}
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25
GameCore/Interaction/DoorComponent.cs
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25
GameCore/Interaction/DoorComponent.cs
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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 DoorComponent : IComponent
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{
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public enum DoorState
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{
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Locked,
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Closed,
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Opening,
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Open,
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Closing
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}
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public DoorState CurrentState { get; set; } = DoorState.Locked;
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public List<IInteractionRequirement> Requirements { get; set; } = [];
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public bool IsOneTimeUnlock { get; set; } = false;
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public float OpenSpeed { get; set; } = 2.0f;
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public float OpenProgress { get; set; } = 0.0f;
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public float Timer { get; set; } = 0.0f;
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}
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59
GameCore/Interaction/DoorSystem.cs
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59
GameCore/Interaction/DoorSystem.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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namespace GameCore.Interaction;
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public class DoorSystem : ISystem
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{
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public void Update(World world, float deltaTime)
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{
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var doors = world.GetEntitiesWith<DoorComponent>();
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foreach (var entity in doors)
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{
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var door = world.GetComponent<DoorComponent>(entity);
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if (door == null) continue;
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switch (door.CurrentState)
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{
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case DoorComponent.DoorState.Opening:
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ApplyMovement(entity, door, world, deltaTime, DoorComponent.DoorState.Open,
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System.Math.Max(door.OpenSpeed, 0f));
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break;
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case DoorComponent.DoorState.Closing:
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ApplyMovement(entity, door, world, -deltaTime, DoorComponent.DoorState.Closed, 0f);
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break;
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case DoorComponent.DoorState.Open:
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door.Timer = System.Math.Max(door.OpenSpeed, 0f);
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door.OpenProgress = 1f;
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break;
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case DoorComponent.DoorState.Closed:
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case DoorComponent.DoorState.Locked:
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door.Timer = 0f;
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door.OpenProgress = 0f;
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break;
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}
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}
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}
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private void ApplyMovement(Entity entity, DoorComponent door, World world, float delta,
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DoorComponent.DoorState targetState, float targetBoundary)
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{
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var effectiveSpeed = System.Math.Max(door.OpenSpeed, 0f);
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door.Timer = System.Math.Clamp(door.Timer + delta, 0f, effectiveSpeed);
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if (effectiveSpeed > 0f)
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door.OpenProgress = System.Math.Clamp(door.Timer / effectiveSpeed, 0f, 1f);
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else
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door.OpenProgress = door.Timer > 0f ? 1f : 0f;
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if ((!(delta > 0f) || !(door.Timer >= targetBoundary)) &&
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(!(delta < 0f) || !(door.Timer <= targetBoundary))) return;
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door.CurrentState = targetState;
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world.PublishEvent(new DoorStateChangedEvent(entity, door.CurrentState));
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}
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}
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80
GameCore/Interaction/InteractionSystem.cs
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80
GameCore/Interaction/InteractionSystem.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.Input;
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using GameCore.Player;
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namespace GameCore.Interaction;
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public class InteractionSystem(float interactionRange) : ISystem
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{
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public void Update(World world, float deltaTime)
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{
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var playerEntities = world.GetEntitiesWith<PlayerComponent>();
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var players = playerEntities.ToList();
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if (!players.Any()) return;
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var player = players.First();
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var input = world.GetComponent<InputStateComponent>(player);
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if (input == null) return;
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world.RemoveComponent<IsLookingAtInteractableComponent>(player);
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var from = input.MuzzlePosition;
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var to = from + input.MuzzleDirection * interactionRange;
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var hit = world.WorldQuery.Raycast(from, to, player);
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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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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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}
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}
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}
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private void TryInteractWithDoor(World world, Entity interactor, Entity doorEntity, DoorComponent door)
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{
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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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{
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world.Logger.Info($"Door {doorEntity.Id} requirements met. Unlocking door.");
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door.CurrentState = DoorComponent.DoorState.Opening;
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if (door.IsOneTimeUnlock) door.Requirements.Clear();
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world.PublishEvent(new DoorStateChangedEvent(doorEntity, door.CurrentState));
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}
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else
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{
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world.Logger.Info($"Door {doorEntity.Id} requirements not met. Cannot unlock door.");
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world.PublishEvent(new DoorLockedEvent(doorEntity, interactor));
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}
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break;
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case DoorComponent.DoorState.Closed:
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door.CurrentState = DoorComponent.DoorState.Opening;
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world.PublishEvent(new DoorStateChangedEvent(doorEntity, door.CurrentState));
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break;
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case DoorComponent.DoorState.Open:
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door.CurrentState = DoorComponent.DoorState.Closing;
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world.PublishEvent(new DoorStateChangedEvent(doorEntity, door.CurrentState));
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break;
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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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{
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foreach (var req in door.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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return true;
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}
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}
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using GameCore.ECS;
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namespace GameCore.Interaction.Interfaces;
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public interface IInteractionRequirement
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{
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bool IsMet(Entity interactor, World world);
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void ApplySideEffects(Entity interactor, World world);
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}
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9
GameCore/Interaction/IsLookingAtInteractableComponent.cs
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9
GameCore/Interaction/IsLookingAtInteractableComponent.cs
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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namespace GameCore.Interaction;
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public class IsLookingAtInteractableComponent(Entity target) : IComponent
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{
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public readonly Entity Target = target;
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}
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37
GameCore/Interaction/RequiresAttributeRequirement.cs
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37
GameCore/Interaction/RequiresAttributeRequirement.cs
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using GameCore.Attributes;
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using GameCore.ECS;
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using GameCore.Interaction.Interfaces;
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using Attribute = GameCore.Attributes.Attribute;
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namespace GameCore.Interaction;
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public enum ComparisonType
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{
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GreaterOrEqual = 0,
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LessThan = 1,
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Equal = 2,
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}
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public class RequiresAttributeRequirement(Attribute attribute, float value, ComparisonType comparison)
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: IInteractionRequirement
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{
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public bool IsMet(Entity interactor, World world)
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{
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var attributes = world.GetComponent<AttributeComponent>(interactor);
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if (attributes == null) return false;
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var actualValue = attributes.GetValue(attribute);
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return comparison switch
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{
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ComparisonType.GreaterOrEqual => actualValue >= value,
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ComparisonType.LessThan => actualValue < value,
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ComparisonType.Equal => System.Math.Abs(actualValue - value) < 0.0001f,
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_ => false
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};
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}
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public void ApplySideEffects(Entity interactor, World world)
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{
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}
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}
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26
GameCore/Interaction/RequiresItemRequirement.cs
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26
GameCore/Interaction/RequiresItemRequirement.cs
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using GameCore.ECS;
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using GameCore.Events;
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using GameCore.Interaction.Interfaces;
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using GameCore.Inventory;
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namespace GameCore.Interaction;
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public class RequiresItemRequirement(string itemId, int quantity, bool consumeItem) : IInteractionRequirement
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{
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public bool IsMet(Entity interactor, World world)
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{
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var inventory = world.GetComponent<InventoryComponent>(interactor);
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return inventory != null && inventory.HasItem(itemId, quantity);
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}
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public void ApplySideEffects(Entity interactor, World world)
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{
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if (!consumeItem) return;
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var inventory = world.GetComponent<InventoryComponent>(interactor);
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if (inventory == null || !inventory.RemoveItem(itemId, quantity)) return;
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var newQuantity = inventory.GetItemCount(itemId);
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world.PublishEvent(new InventoryItemChangedEvent(interactor, itemId, newQuantity));
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}
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}
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