Add weapon database and equipment component resources with associated services

This commit is contained in:
2025-10-29 01:26:45 +01:00
parent 87169b17ae
commit 626f81cd85
16 changed files with 245 additions and 11 deletions

View File

@@ -12,6 +12,7 @@ using GameCore.Events;
using GameCore.Input;
using GameCore.Inventory;
using GameCore.Movement;
using GameCore.Player;
using Godot;
namespace CryptonymThunder.Code.Presenters;
@@ -20,6 +21,7 @@ namespace CryptonymThunder.Code.Presenters;
public partial class GamePresenter : Node
{
[Export] private ArchetypeDatabase ArchetypesDatabase { get; set; }
[Export] private WeaponDatabase WeaponDatabase { get; set; }
[Export] private EntityArchetype PlayerArchetype { get; set; }
[Export] private SimulationConfigResource SimulationConfig { get; set; }
@@ -45,8 +47,12 @@ public partial class GamePresenter : Node
}
_world = new World(_inputService, _worldQuery, simConfig);
var effectFactory = new EffectFactory();
var componentFactory = new ComponentFactory(effectFactory);
var weaponDataService = new GodotWeaponDataService(WeaponDatabase, effectFactory);
_presenterFactory = new PresenterFactory(_world, new ComponentFactory(), _presenterRegistry, this);
_presenterFactory = new PresenterFactory(_world, componentFactory, _presenterRegistry, this);
_world.RegisterSystem(new PlayerInputSystem());
_world.RegisterSystem(new RotationSystem());
@@ -58,6 +64,9 @@ public partial class GamePresenter : Node
_world.RegisterSystem(new PickupSystem());
_world.RegisterSystem(new InventorySystem(_world));
_world.RegisterSystem(new ItemAcquisitionSystem(_world));
_world.RegisterSystem(new WeaponAcquisitionSystem(_world));
_world.RegisterSystem(new WeaponSwapSystem());
_world.RegisterSystem(new EquipmentSystem(_world, weaponDataService));
_world.RegisterSystem(new WeaponSystem());
_world.RegisterSystem(new ProjectileSystem());
@@ -69,6 +78,15 @@ public partial class GamePresenter : Node
_world.Subscribe<EntityDiedEvent>(OnEntityDied);
_world.Subscribe<SpawnEntityEvent>(OnSpawnEntity);
_world.Subscribe<EquipWeaponEvent>(OnWeaponEquipped);
_world.Subscribe<WeaponFiredEvent>(e =>
{
GD.Print($"Weapon fired by Entity ID: {e.Owner.Id}");
});
_world.Subscribe<WeaponFireFailedEvent>(e =>
{
GD.Print($"Weapon fire failed!");
});
RegisterAllSceneEntities();
@@ -76,7 +94,12 @@ public partial class GamePresenter : Node
_presenters.Add(playerData.Entity.Id, playerData.Presenter);
_presenterComponents.Add(playerData.Entity.Id, playerData.Components);
}
private void OnWeaponEquipped(EquipWeaponEvent e)
{
GD.Print($"Weapon equipped: {e.NewWeaponItemId} for Entity ID: {e.Owner.Id}");
}
public override void _Input(InputEvent @event)
{
_inputService?.HandleInputEvent(@event);