Files
brick-framework/GameCore/Interaction/InteractionSystem.cs

80 lines
2.9 KiB
C#

using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Events;
using GameCore.Input;
using GameCore.Player;
namespace GameCore.Interaction;
public class InteractionSystem(float interactionRange) : ISystem
{
public void Update(World world, float deltaTime)
{
var playerEntities = world.GetEntitiesWith<PlayerComponent>();
var players = playerEntities.ToList();
if (!players.Any()) return;
var player = players.First();
var input = world.GetComponent<InputStateComponent>(player);
if (input == null) return;
world.RemoveComponent<IsLookingAtInteractableComponent>(player);
var from = input.MuzzlePosition;
var to = from + input.MuzzleDirection * interactionRange;
var hit = world.WorldQuery.Raycast(from, to, player);
if (hit.DidHit && hit.HitEntity.HasValue)
{
var door = world.GetComponent<DoorComponent>(hit.HitEntity.Value);
if (door != null)
{
world.AddComponent(player, new IsLookingAtInteractableComponent(hit.HitEntity.Value));
if (input.IsInteracting) TryInteractWithDoor(world, player, hit.HitEntity.Value, door);
}
}
}
private void TryInteractWithDoor(World world, Entity interactor, Entity doorEntity, DoorComponent door)
{
switch (door.CurrentState)
{
case DoorComponent.DoorState.Locked:
if (CheckRequirements(world, interactor, door))
{
world.Logger.Info($"Door {doorEntity.Id} requirements met. Unlocking door.");
door.CurrentState = DoorComponent.DoorState.Opening;
if (door.IsOneTimeUnlock) door.Requirements.Clear();
world.PublishEvent(new DoorStateChangedEvent(doorEntity, door.CurrentState));
}
else
{
world.Logger.Info($"Door {doorEntity.Id} requirements not met. Cannot unlock door.");
world.PublishEvent(new DoorLockedEvent(doorEntity, interactor));
}
break;
case DoorComponent.DoorState.Closed:
door.CurrentState = DoorComponent.DoorState.Opening;
world.PublishEvent(new DoorStateChangedEvent(doorEntity, door.CurrentState));
break;
case DoorComponent.DoorState.Open:
door.CurrentState = DoorComponent.DoorState.Closing;
world.PublishEvent(new DoorStateChangedEvent(doorEntity, door.CurrentState));
break;
}
}
private bool CheckRequirements(World world, Entity interactor, DoorComponent door)
{
foreach (var req in door.Requirements)
if (!req.IsMet(interactor, world))
return false;
foreach (var req in door.Requirements) req.ApplySideEffects(interactor, world);
return true;
}
}