Add attribute system with core stats and gameplay components
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48
GameCore/Combat/Effects/BulkProjectileEffect.cs
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48
GameCore/Combat/Effects/BulkProjectileEffect.cs
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using GameCore.Combat.Interfaces;
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using GameCore.Events;
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using GameCore.Input;
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using GameCore.Movement;
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namespace GameCore.Combat.Effects;
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public class BulkProjectileEffect(string archetypeId, int count, float spreadAngle, float speed) : IEffect
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{
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private static readonly Random _random = new();
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public void Execute(EffectContext context)
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{
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var ownerInput = context.World.GetComponent<InputStateComponent>(context.Owner);
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if (ownerInput == null)
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return;
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var ownerRotation = context.World.GetComponent<RotationComponent>(context.Owner);
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if (ownerRotation == null) return;
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var spreadRadians = spreadAngle * (float)System.Math.PI / 180f;
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for (var i = 0; i < count; i++)
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{
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var direction = ownerInput.MuzzleDirection;
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if (spreadRadians > 0f)
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{
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var randomYaw = ((float)_random.NextDouble() * 2f - 1f) * spreadRadians;
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var randomPitch = ((float)_random.NextDouble() * 2f - 1f) * spreadRadians;
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direction = context.World.WorldQuery.RotateVectorByYaw(direction, randomYaw);
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direction.Y += (float)System.Math.Sin(randomPitch);
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direction = direction.Normalize();
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}
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var initialVelocity = direction * speed;
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context.World.PublishEvent(new SpawnEntityEvent(
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archetypeId,
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ownerInput.MuzzlePosition,
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ownerRotation.Rotation,
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context.Owner,
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initialVelocity
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));
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}
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}
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}
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