riversong code showcase

This commit is contained in:
Daniele Marotta
2026-05-21 15:52:18 +02:00
commit 4c9eea1c02
462 changed files with 23406 additions and 0 deletions

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using Unity.Mathematics;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EarlyAgentsSystemGroup))]
[UpdateAfter(typeof(AgentSpawnSystemsGroup))]
public class HunterBehaviorSystem : GameSystem, IUpdatable
{
private const int HunterFireRange = 8;
[InjectService]
private IEntityCollection _entityCollection;
[InjectService]
private IEntityCache _entityCache;
[InjectService]
private ITileSpace _tileSpace;
[InjectService]
private IIntentLogicExecutor _intentLogicExecutor;
[InjectService]
private IProjectileManager _projectileManager;
public HunterBehaviorSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public void Update()
{
foreach (var hunter in _entityCache.GetHunterAgents())
{
if (hunter.LifecycleState != AgentLifecycleState.Live) continue;
ref var jobState = ref hunter.GetJobStateRW();
if (jobState.StateMachineStep != AgentStateMachineStep.Hunter_SeekingPrey) continue;
if (UpdateSeekingPrey(hunter)) jobState.StateMachineStep = AgentStateMachineStep.ReturningHome;
}
}
private bool UpdateSeekingPrey(Agent hunter)
{
const float hunterRangeSq = HunterFireRange * HunterFireRange;
if (!_entityCollection.TryGet<Building>(hunter.HomeId, out var hunterBuilding)) return false;
var hunterTile = _tileSpace.WorldToTile(hunter.Position);
var critterDefinitionId = hunterBuilding.Definition.TargetCritter.RuntimeId;
foreach (var critter in _entityCache.GetCritterAgents())
{
ref var critterState = ref critter.GetCritterStateRW();
if (critterState.CritterDefinitionId != critterDefinitionId || critter.LifecycleState != AgentLifecycleState.Live || critterState.LockId != Entity.InvalidId)
continue;
var critterTile = _tileSpace.WorldToTile(critter.Position);
if (math.distancesq(hunterTile, critterTile) > hunterRangeSq) continue;
critterState.LockId = hunter.Id;
ref var hunterIntentQueue = ref _intentLogicExecutor.CancelRemainingIntents(hunter);
var projectileTravelTime = _projectileManager.ComputeProjectileTravelTime(hunter, critter);
IntentQueue.FireAtPreyAndReturnHome(ref hunterIntentQueue, hunterBuilding.Rect, hunterBuilding.Id, critterTile, critter.Id, projectileTravelTime);
ref var critterIntentQueue = ref _intentLogicExecutor.CancelRemainingIntents(critter);
critterIntentQueue.EnqueueIntent(AgentIntent.WaitForever());
return true;
}
return false;
}
}
}