Add initial resource and presenter classes for game entities and effects

This commit is contained in:
2025-10-13 12:11:50 +02:00
commit ad3e631d8c
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using System;
using System.Collections.Generic;
using System.Linq;
using CryptonymThunder.Code.Resources;
using GameCore.Attributes;
using GameCore.Combat;
using GameCore.ECS.Interfaces;
using GameCore.Input;
using GameCore.Movement;
using GameCore.Physics;
using GameCore.Player;
using Godot;
namespace CryptonymThunder.Code.Factories;
public class ComponentFactory
{
private readonly Dictionary<Type, Func<Resource, IComponent>> _factories = new();
private readonly EffectFactory _effectFactory = new();
public ComponentFactory()
{
Register<AttributeComponentResource>(CreateAttributeComponent);
Register<WeaponComponentResource>(CreateWeaponComponent);
Register<ProjectileComponentResource>(CreateProjectileComponent);
Register<PositionComponentResource>(_ => new PositionComponent());
Register<VelocityComponentResource>(_ => new VelocityComponent());
Register<InputStateComponentResource>(_ => new InputStateComponent());
Register<PlayerComponentResource>(_ => new PlayerComponent());
Register<RotationComponentResource>(_ => new RotationComponent());
Register<CharacterStateComponentResource>(_ => new CharacterStateComponent());
}
public IComponent Create(Resource resource)
{
return _factories.TryGetValue(resource.GetType(), out var factory)
? factory(resource)
: null;
}
private void Register<TResource>(Func<TResource, IComponent> factory) where TResource : Resource
{
_factories[typeof(TResource)] = res => factory((TResource)res);
}
private static AttributeComponent CreateAttributeComponent(AttributeComponentResource resource)
{
var component = new AttributeComponent();
foreach (var (attribute, value) in resource.BaseValues)
{
component.SetBaseValue(attribute, value);
}
return component;
}
private WeaponComponent CreateWeaponComponent(WeaponComponentResource resource)
{
if (resource.WeaponData == null) return null;
var weaponData = resource.WeaponData;
var onFireEffects = weaponData.OnFireEffects.Select(_effectFactory.Create).ToList();
var onHitEffects = weaponData.OnHitEffects.Select(_effectFactory.Create).ToList();
return new WeaponComponent
{
FireRate = resource.WeaponData.FireRate,
OnFireEffects = onFireEffects,
OnHitEffects = onHitEffects,
};
}
private ProjectileComponent CreateProjectileComponent(ProjectileComponentResource resource)
{
return new ProjectileComponent
{
Lifetime = resource.Lifetime,
};
}
}

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using System;
using System.Runtime.InteropServices.ComTypes;
using CryptonymThunder.Code.Resources;
using CryptonymThunder.Code.Resources.Effects;
using GameCore.Combat.Effects;
using GameCore.Combat.Interfaces;
namespace CryptonymThunder.Code.Factories;
public class EffectFactory
{
public IEffect Create(EffectResource resource)
{
return resource switch
{
FireProjectileEffectResource fire =>
new BulkProjectileEffect(fire.ProjectileArchetypeId, fire.Count, fire.SpreadAngle, fire.ProjectileSpeed),
DamageEffectResource damage => new DamageEffect(damage.Amount),
HitscanEffectResource hitscan => new HitscanEffect(hitscan.Range),
_ => throw new ArgumentOutOfRangeException(nameof(resource),
$"Effect type {resource.GetType().Name} not recognized")
};
}
}

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using System.Collections.Generic;
using CryptonymThunder.Code.Autoloads;
using CryptonymThunder.Code.Resources;
using GameCore.ECS;
using GameCore.ECS.Interfaces;
using GameCore.Movement;
using GameCore.Physics;
using Godot;
using Godot.Collections;
namespace CryptonymThunder.Code.Factories;
public class PresenterFactory(
World world,
ComponentFactory componentFactory,
PresenterRegistry presenterRegistry,
Node sceneRoot)
{
private readonly World _world = world;
private readonly ComponentFactory _componentFactory = componentFactory;
private PresenterRegistry _presenterRegistry = presenterRegistry;
private readonly Node _sceneRoot = sceneRoot;
public PresenterData CreateEntityFromArchetype(EntityArchetype archetype, GameCore.Math.Vector3? position = null,
GameCore.Math.Vector3? rotation = null, GameCore.Math.Vector3? initialVelocity = null)
{
var entity = _world.CreateEntity();
foreach (var resource in archetype.ComponentResources)
{
var component = _componentFactory.Create(resource);
if (component != null) _world.AddComponent(entity, component);
}
var presenterNode = archetype.Scene.Instantiate<Node>();
if (presenterNode is not IEntityPresenter presenter)
{
GD.PrintErr($"Archetype scene '{archetype.ResourcePath}' root does not implement IEntityPresenter!");
presenterNode.QueueFree();
return default;
}
presenter.CoreEntity = entity;
var components = InitializePresenterComponents(presenterNode, entity);
if (position.HasValue && _world.GetComponent<PositionComponent>(entity) is { } posComp)
posComp.Position = position.Value;
if (rotation.HasValue && _world.GetComponent<RotationComponent>(entity) is { } rotComp)
rotComp.Rotation = rotation.Value;
if (initialVelocity.HasValue && _world.GetComponent<VelocityComponent>(entity) is { } velComp)
velComp.DesiredVelocity = initialVelocity.Value;
_sceneRoot.AddChild(presenterNode);
return new PresenterData(entity, presenter, components);
}
public PresenterData RegisterSceneEntity(Node presenterNode, Array<Resource> componentResources)
{
var entity = _world.CreateEntity();
foreach (var resource in componentResources)
{
var component = _componentFactory.Create(resource);
if (component != null) _world.AddComponent(entity, component);
}
if (presenterNode is not IEntityPresenter presenter)
{
GD.PrintErr($"Scene node '{presenterNode.Name}' does not implement IEntityPresenter!");
return default;
}
presenter.CoreEntity = entity;
var components = InitializePresenterComponents(presenterNode, entity);
return new PresenterData(entity, presenter, components);
}
private List<IPresenterComponent> InitializePresenterComponents(Node presenterNode, Entity entity)
{
_presenterRegistry.RegisterPresenter(presenterNode, entity);
var components = new List<IPresenterComponent>();
foreach (var child in presenterNode.GetChildren(true))
{
if (child is IPresenterComponent pComponent)
{
pComponent.Initialize(entity, _world);
components.Add(pComponent);
}
}
if (presenterNode is IPresenterComponent rootComponent)
{
rootComponent.Initialize(entity, _world);
components.Add(rootComponent);
}
return components;
}
}

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