Add attribute system with core stats and gameplay components
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42
GameCore/Attributes/AttributeComponent.cs
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42
GameCore/Attributes/AttributeComponent.cs
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using GameCore.ECS.Interfaces;
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namespace GameCore.Attributes;
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/// <summary>
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/// A component that stores all gameplay-relevant stats for an entity.
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/// This design is adapted directly from the excellent CharacterAttributes class
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/// in the 'broberry' project. It's a flexible, data-driven way to manage stats.
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/// </summary>
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public class AttributeComponent : IComponent
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{
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public readonly Dictionary<Attribute, float> BaseValues = new();
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public readonly Dictionary<Attribute, float> CurrentValues = new();
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public event Action<Attribute, float>? OnAttributeChanged;
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public void SetBaseValue(Attribute attr, float value)
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{
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BaseValues[attr] = value;
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SetCurrentValue(attr, value);
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}
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public float GetValue(Attribute attr)
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{
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return CurrentValues.GetValueOrDefault(attr, 0f);
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}
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public void ModifyValue(Attribute attr, float delta)
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{
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var newValue = GetValue(attr) + delta;
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SetCurrentValue(attr, newValue);
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}
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public void SetCurrentValue(Attribute attr, float value, bool force = false)
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{
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if (CurrentValues.TryGetValue(attr, out var oldValue) && !(System.Math.Abs(oldValue - value) > 0.001f) &&
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!force) return;
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CurrentValues[attr] = value;
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OnAttributeChanged?.Invoke(attr, value);
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}
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}
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