Add event publishing for inventory and combat interactions
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@@ -34,5 +34,8 @@ public class DamageSystem : ISystem
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{
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var targetAttributes = _world.GetComponent<AttributeComponent>(e.Target);
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targetAttributes?.ModifyValue(Attribute.Health, -e.Amount);
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var newHealth = targetAttributes?.GetValue(Attribute.Health) ?? 0f;
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_world.PublishEvent(new EntityDamagedEvent(e.Target, newHealth, e.Amount));
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}
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}
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@@ -1,4 +1,5 @@
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using GameCore.Combat.Interfaces;
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using GameCore.Events;
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using GameCore.Inventory;
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namespace GameCore.Combat.Effects;
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@@ -8,7 +9,12 @@ public class ConsumeAmmoCost(string ammoId, int amount) : ICostEffect
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public void Execute(EffectContext context)
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{
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var inventory = context.World.GetComponent<InventoryComponent>(context.Owner);
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inventory?.RemoveItem(ammoId, amount);
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if (inventory == null) return;
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inventory.RemoveItem(ammoId, amount);
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var newQuantity = inventory.GetItemCount(ammoId);
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context.World.PublishEvent(new InventoryItemChangedEvent(context.Owner, ammoId, newQuantity));
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}
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public bool CanAfford(EffectContext context)
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@@ -1,4 +1,5 @@
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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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namespace GameCore.Combat.Effects;
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@@ -12,8 +13,11 @@ public class HitscanEffect(float range) : IEffect
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if (input == null || weapon == null) return;
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var targetPos = input.MuzzlePosition + input.MuzzleDirection * range;
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var hit = context.World.WorldQuery.Raycast(input.MuzzlePosition, targetPos, context.Owner);
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var fromPos = input.MuzzlePosition;
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var targetPos = fromPos + input.MuzzleDirection * range;
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var hit = context.World.WorldQuery.Raycast(fromPos, targetPos, context.Owner);
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context.World.PublishEvent(new HitscanImpactEvent(context.Owner, fromPos, targetPos, hit));
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if (hit.DidHit)
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{
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@@ -1,6 +1,7 @@
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using GameCore.Combat.Effects;
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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.Physics;
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namespace GameCore.Combat;
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@@ -24,6 +25,7 @@ public class ProjectileSystem : ISystem
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var hit = world.WorldQuery.Raycast(position.Position, newPosition, projectileData.Owner);
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if (hit.DidHit)
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{
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world.PublishEvent(new ProjectileImpactEvent(projectile, hit));
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var hitContext = new EffectContext
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{
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World = world,
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@@ -1,7 +1,11 @@
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using GameCore.Math;
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namespace GameCore.ECS;
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public struct HitResult
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{
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public bool DidHit;
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public Entity HitEntity;
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public Entity? HitEntity;
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public Vector3 Position;
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public Vector3 Normal;
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}
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11
GameCore/Events/EntityDamagedEvent.cs
Normal file
11
GameCore/Events/EntityDamagedEvent.cs
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@@ -0,0 +1,11 @@
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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 EntityDamagedEvent(Entity target, float newHealth, float damageTaken) : IEvent
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{
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public readonly Entity Target = target;
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public readonly float NewHealth = newHealth;
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public readonly float DamageTaken = damageTaken;
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}
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13
GameCore/Events/HitscanImpactEvent.cs
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13
GameCore/Events/HitscanImpactEvent.cs
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@@ -0,0 +1,13 @@
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using GameCore.ECS;
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using GameCore.Events.Interfaces;
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using GameCore.Math;
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namespace GameCore.Events;
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public readonly struct HitscanImpactEvent(Entity owner, Vector3 from, Vector3 to, HitResult hit) : IEvent
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{
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public readonly Entity Owner = owner;
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public readonly Vector3 From = from;
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public readonly Vector3 To = to;
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public readonly HitResult Hit = hit;
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}
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10
GameCore/Events/InstantItemUsedEvent.cs
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10
GameCore/Events/InstantItemUsedEvent.cs
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@@ -0,0 +1,10 @@
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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 InstantItemUsedEvent(Entity picker, string itemId) : IEvent
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{
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public readonly Entity Picker = picker;
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public readonly string ItemId = itemId;
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}
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11
GameCore/Events/InventoryItemChangedEvent.cs
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11
GameCore/Events/InventoryItemChangedEvent.cs
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@@ -0,0 +1,11 @@
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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 InventoryItemChangedEvent(Entity owner, string itemId, int newQuantity) : IEvent
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{
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public readonly Entity Owner = owner;
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public readonly string ItemId = itemId;
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public readonly int NewQuantity = newQuantity;
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}
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10
GameCore/Events/ProjectileImpactEvent.cs
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10
GameCore/Events/ProjectileImpactEvent.cs
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@@ -0,0 +1,10 @@
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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 ProjectileImpactEvent(Entity projectile, HitResult hit) : IEvent
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{
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public readonly Entity ProjectileEntity = projectile;
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public readonly HitResult Hit = hit;
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}
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10
GameCore/Events/WeaponEquippedEvent.cs
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10
GameCore/Events/WeaponEquippedEvent.cs
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@@ -0,0 +1,10 @@
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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 WeaponEquippedEvent(Entity owner, string newWeaponItemId) : IEvent
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{
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public readonly Entity Owner = owner;
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public readonly string NewWeaponItemId = newWeaponItemId;
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}
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@@ -21,6 +21,10 @@ public class InventorySystem : ISystem
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private void OnAddItem(AddItemToInventoryEvent e)
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{
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var inventory = _world.GetComponent<InventoryComponent>(e.Target);
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inventory?.AddItem(e.Item);
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if (inventory == null) return;
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inventory.AddItem(e.Item);
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var newQuantity = inventory.GetItemCount(e.Item.ItemId);
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_world.PublishEvent(new InventoryItemChangedEvent(e.Target, e.Item.ItemId, newQuantity));
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}
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}
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@@ -27,6 +27,7 @@ public class ItemAcquisitionSystem : ISystem
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if (pickupComponent.IsInstantUse)
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{
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_world.PublishEvent(new InstantItemUsedEvent(e.Picker, e.ItemId));
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var context = new EffectContext
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{
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World = _world,
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@@ -38,5 +38,7 @@ public class EquipmentSystem : ISystem
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weaponComponent.OnFireEffects = newData.OnFireEffects;
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weaponComponent.OnHitEffects = newData.OnHitEffects;
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weaponComponent.CooldownTimer = 0f;
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_world.PublishEvent(new WeaponEquippedEvent(e.Owner, e.NewWeaponItemId));
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}
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}
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