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feat: use item activation (right click) for magic staff #226
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201d280
feat: use item activation (right click) for magic staff
skaldarnar 33a3cc0
Merge branch 'develop' into feat/ranged-item-activation
ahv15 9f58130
Merge branch 'develop' into feat/ranged-item-activation
jdrueckert cec2b46
chore: remove logging
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@@ -10,55 +10,65 @@ | |
import org.terasology.engine.entitySystem.systems.BaseComponentSystem; | ||
import org.terasology.engine.entitySystem.systems.RegisterMode; | ||
import org.terasology.engine.entitySystem.systems.RegisterSystem; | ||
import org.terasology.engine.logic.characters.CharacterHeldItemComponent; | ||
import org.terasology.engine.logic.common.ActivateEvent; | ||
import org.terasology.engine.logic.inventory.ItemComponent; | ||
import org.terasology.engine.logic.players.PlayerCharacterComponent; | ||
import org.terasology.engine.network.ClientComponent; | ||
import org.terasology.engine.registry.In; | ||
import org.terasology.lightandshadowresources.components.FlagComponent; | ||
import org.terasology.ligthandshadow.componentsystem.events.OnFlagDropEvent; | ||
import org.terasology.lightandshadowresources.components.LASTeamComponent; | ||
import org.terasology.ligthandshadow.componentsystem.components.FlagDropOnActivateComponent; | ||
import org.terasology.ligthandshadow.componentsystem.components.HasFlagComponent; | ||
import org.terasology.ligthandshadow.componentsystem.events.DropFlagEvent; | ||
import org.terasology.ligthandshadow.componentsystem.events.OnFlagDropEvent; | ||
import org.terasology.ligthandshadow.componentsystem.events.OnFlagPickupEvent; | ||
import org.terasology.ligthandshadow.componentsystem.events.ReturnFlagEvent; | ||
import org.terasology.module.inventory.events.InventorySlotChangedEvent; | ||
import org.terasology.engine.logic.players.PlayerCharacterComponent; | ||
import org.terasology.ligthandshadow.componentsystem.components.FlagDropOnActivateComponent; | ||
import org.terasology.ligthandshadow.componentsystem.components.HasFlagComponent; | ||
import org.terasology.lightandshadowresources.components.RaycastOnActivateComponent; | ||
import org.terasology.lightandshadowresources.components.LASTeamComponent; | ||
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@RegisterSystem(RegisterMode.AUTHORITY) | ||
public class AttackSystem extends BaseComponentSystem { | ||
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@In | ||
EntityManager entityManager; | ||
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private EntityRef item; | ||
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/** | ||
* Drop the flag if a player manages to "touch" (activate) the enemy flag bearer. | ||
* @param event the activation event | ||
* @param entity the target of the activation (here: the enemy flag bearer) | ||
*/ | ||
@ReceiveEvent(components = {FlagDropOnActivateComponent.class, PlayerCharacterComponent.class, HasFlagComponent.class}) | ||
public void onActivate(ActivateEvent event, EntityRef entity) { | ||
public void dropFlagOnTouch(ActivateEvent event, EntityRef entity) { | ||
dropFlagOnPlayerAttack(event, entity); | ||
} | ||
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/** | ||
* Drop the flag if a player targets the enemy flag bearer with an item that causes a flag drop on activation. | ||
* @param event the activation event, must target the enemy flag bearer | ||
* @param item the target of the activation (here: the used item) | ||
*/ | ||
@ReceiveEvent(components = {FlagDropOnActivateComponent.class, ItemComponent.class}) | ||
public void dropFlagOnRangeAttack(ActivateEvent event, EntityRef item) { | ||
if (event.getTarget().exists() | ||
&& event.getTarget().hasComponent(PlayerCharacterComponent.class) | ||
&& event.getTarget().hasComponent(HasFlagComponent.class)) { | ||
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dropFlagOnPlayerAttack(event, event.getTarget()); | ||
} | ||
} | ||
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/** | ||
* When player activates another with the magic staff, checks to see if the attacked player has a flag | ||
* If so, makes the player drop the flag | ||
* @param targetPlayer The player being attacked | ||
*/ | ||
private void dropFlagOnPlayerAttack(ActivateEvent event, EntityRef targetPlayer) { | ||
EntityRef attackingPlayer = event.getInstigator(); // The player using the staff to attack | ||
if (canPlayerAttack(attackingPlayer)) { | ||
if (targetPlayer.hasComponent(PlayerCharacterComponent.class) && targetPlayer.hasComponent(HasFlagComponent.class)) { | ||
// If the target player has the flag | ||
targetPlayer.send(new DropFlagEvent(attackingPlayer)); | ||
} | ||
} | ||
} | ||
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private boolean canPlayerAttack(EntityRef attackingPlayer) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. we don't need this anymore as the "raycast" check now happens in the engine when creating the |
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if (!attackingPlayer.hasComponent(CharacterHeldItemComponent.class)) { | ||
return false; | ||
EntityRef attackingPlayer = event.getInstigator(); // The attacking player | ||
if (targetPlayer.hasComponent(PlayerCharacterComponent.class) && targetPlayer.hasComponent(HasFlagComponent.class)) { | ||
// If the target player has the flag | ||
targetPlayer.send(new DropFlagEvent(attackingPlayer)); | ||
} | ||
EntityRef heldItem = attackingPlayer.getComponent(CharacterHeldItemComponent.class).selectedItem; | ||
return heldItem.hasComponent(RaycastOnActivateComponent.class); | ||
} | ||
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/** | ||
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This is also checked in
dropFlagOnPlayerAttack
, so we can probably drop this part of the check here... 🤔