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62 lines
2 KiB
TypeScript
62 lines
2 KiB
TypeScript
import { System } from '../core/System.ts';
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import { SkillRegistry } from '../skills/SkillRegistry.ts';
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import { SystemName, ComponentType } from '../core/Constants.ts';
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import { Events } from '../core/EventBus.ts';
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import type { Entity } from '../core/Entity.ts';
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import type { Skills } from '../components/Skills.ts';
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import type { Intent } from '../components/Intent.ts';
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/**
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* System responsible for managing skill cooldowns and activating skills based on entity intent.
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*/
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export class SkillSystem extends System {
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constructor() {
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super(SystemName.SKILL);
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this.requiredComponents = [ComponentType.SKILLS];
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this.priority = 30;
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}
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/**
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* Process all entities with skills, updating cooldowns and activating skills if intended.
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* @param deltaTime - Time elapsed since last frame in seconds
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* @param entities - Entities matching system requirements
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*/
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process(deltaTime: number, entities: Entity[]): void {
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entities.forEach((entity) => {
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const skills = entity.getComponent<Skills>(ComponentType.SKILLS);
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const intent = entity.getComponent<Intent>(ComponentType.INTENT);
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if (!skills) return;
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skills.updateCooldowns(deltaTime);
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if (intent && intent.action === 'skill_use') {
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const skillId = intent.data.skillId;
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if (skillId && !skills.isOnCooldown(skillId)) {
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this.activateSkill(entity, skillId);
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}
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intent.clear();
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}
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});
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}
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/**
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* Activate a specific skill for an entity.
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* @param entity - The entity performing the skill
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* @param skillId - The ID of the skill to activate
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*/
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activateSkill(entity: Entity, skillId: string): void {
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const skill = SkillRegistry.get(skillId);
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if (!skill) {
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console.warn(`Skill not found: ${skillId}`);
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return;
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}
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if (skill.activate(entity, this.engine)) {
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const skills = entity.getComponent<Skills>(ComponentType.SKILLS);
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if (skills) {
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skills.setCooldown(skillId, skill.cooldown);
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}
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this.engine.emit(Events.SKILL_COOLDOWN_STARTED, { skillId });
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}
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}
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}
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