Add AI components and systems for enhanced enemy behavior and pathfinding
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@@ -8,14 +8,17 @@ public class GravitySystem : 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 entities = world.GetEntitiesWith<VelocityComponent>();
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var entities = world.GetEntitiesWith<CharacterStateComponent>();
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foreach (var entity in entities)
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{
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var velocity = world.GetComponent<VelocityComponent>(entity);
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var characterState = world.GetComponent<CharacterStateComponent>(entity);
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if (velocity == null || characterState == null)
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{
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world.Logger.Warn("GravitySystem: Missing VelocityComponent or CharacterStateComponent.");
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continue;
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}
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if (!characterState.IsOnFloor) velocity.DesiredVelocity.Y -= world.Config.GravityStrength * deltaTime;
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}
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@@ -1,6 +1,7 @@
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Input;
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using GameCore.Player;
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namespace GameCore.Movement;
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@@ -18,10 +19,28 @@ public class RotationSystem : ISystem
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var rotation = world.GetComponent<RotationComponent>(entity);
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if (input == null || rotation == null)
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{
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world.Logger.Warn("RotationSystem: Missing InputStateComponent or RotationComponent.");
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continue;
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}
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if (world.GetComponent<PlayerComponent>(entity) != null)
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{
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rotation.Rotation.Y += input.LookDirection.Y;
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rotation.Rotation.X += input.LookDirection.X;
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}
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else
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{
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if (input.LookDirection.Length() > 0.001f)
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{
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var lookDir = input.LookDirection;
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rotation.Rotation.Y = (float)System.Math.Atan2(lookDir.X, lookDir.Z);
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var horizontalDist = (float)System.Math.Sqrt(lookDir.X * lookDir.X + lookDir.Z * lookDir.Z);
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rotation.Rotation.X = -(float)System.Math.Atan2(lookDir.Y, horizontalDist);
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}
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}
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rotation.Rotation.Y += input.LookDirection.Y;
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rotation.Rotation.X += input.LookDirection.X;
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rotation.Rotation.X = System.Math.Clamp(rotation.Rotation.X, MinPitch, MaxPitch);
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}
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