Add CloseDoorAction and enhance LogicSequenceComponent for activation handling

This commit is contained in:
2025-10-30 02:46:22 +01:00
parent 1a4c4cf4b1
commit bb31c9a39c
3 changed files with 62 additions and 16 deletions

View File

@@ -0,0 +1,33 @@
using GameCore.ECS;
using GameCore.Events;
using GameCore.Interaction;
using GameCore.Logic.Interfaces;
namespace GameCore.Logic;
public class CloseDoorAction(string targetWorldId) : ITriggerAction
{
public void Execute(World world)
{
var doorEntity = world.FindEntityByWorldId(targetWorldId);
if (doorEntity == null)
{
world.Logger.Warn($"[CloseDoorAction] Could not find entity with WorldId: {targetWorldId}");
return;
}
var door = world.GetComponent<DoorComponent>(doorEntity.Value);
if (door == null)
{
world.Logger.Warn($"[CloseDoorAction] Entity '{targetWorldId}' does not have a DoorComponent.");
return;
}
if (door.CurrentState == DoorComponent.DoorState.Open || door.CurrentState == DoorComponent.DoorState.Opening)
{
door.CurrentState = DoorComponent.DoorState.Closing;
world.Logger.Info($"[CloseDoorAction] Closing door: {targetWorldId}");
world.PublishEvent(new DoorStateChangedEvent(doorEntity.Value, door.CurrentState));
}
}
}

View File

@@ -7,7 +7,9 @@ public class LogicSequenceComponent : IComponent
{
public List<string> RequiredChannels { get; set; } = [];
public HashSet<string> ActivatedChannels { get; set; } = [];
public List<ITriggerAction> OnCompleteActions { get; set; } = [];
public List<ITriggerAction> OnActivateActions { get; set; } = [];
public List<ITriggerAction> OnDeactivateActions { get; set; } = [];
public bool IsOneTimeTrigger { get; set; } = false;
public bool HasTriggered { get; set; } = false;
public bool IsCurrentlyActive { get; set; } = false;
}

View File

@@ -25,10 +25,10 @@ public class LogicSequenceSystem : ISystem
foreach (var entity in logicEntities)
{
var logic = _world.GetComponent<LogicSequenceComponent>(entity);
if (logic == null || (logic.IsOneTimeTrigger && logic.HasTriggered)) continue;
if (logic == null) continue;
if (!logic.RequiredChannels.Contains(e.ChannelId)) continue;
if (logic.RequiredChannels.Contains(e.ChannelId))
{
if (e.NewState)
logic.ActivatedChannels.Add(e.ChannelId);
else
@@ -37,15 +37,26 @@ public class LogicSequenceSystem : ISystem
_world.Logger.Info(
$"[LogicSequenceSystem] Channel '{e.ChannelId}' activated. Total {logic.ActivatedChannels.Count}/{logic.RequiredChannels.Count}");
if (logic.ActivatedChannels.Count == logic.RequiredChannels.Count)
var allConditionsMet = logic.ActivatedChannels.Count == logic.RequiredChannels.Count;
if (allConditionsMet && !logic.IsCurrentlyActive)
{
_world.Logger.Info("[LogicSequenceSystem] All channels activated. Executing actions.");
foreach (var action in logic.OnCompleteActions) action.Execute(_world);
if (logic.IsOneTimeTrigger && logic.HasTriggered) continue;
if (logic.IsOneTimeTrigger) logic.HasTriggered = true;
_world.Logger.Info("[LogicSequenceSystem] All channels activated. Executing OnActivateActions.");
foreach (var action in logic.OnActivateActions) action.Execute(_world);
logic.ActivatedChannels.Clear();
}
logic.IsCurrentlyActive = true;
logic.HasTriggered = true;
}
else if (!allConditionsMet && logic.IsCurrentlyActive)
{
if (logic.IsOneTimeTrigger) continue;
_world.Logger.Info("[LogicSequenceSystem] Channels deactivated. Executing OnDeactivateActions.");
foreach (var action in logic.OnDeactivateActions) action.Execute(_world);
logic.IsCurrentlyActive = false;
}
}
}