/** * GladiatorBrawler is a 2D swordfighting game. * Copyright (C) 2015 Jeasonfire/Allexit * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package com.saltosion.gladiator.listeners.ai; import com.badlogic.ashley.core.ComponentMapper; import com.badlogic.ashley.core.Entity; import com.saltosion.gladiator.components.CCombat; import com.saltosion.gladiator.components.CPhysics; import com.saltosion.gladiator.listeners.AIListener; import com.saltosion.gladiator.util.Direction; import java.util.ArrayList; public class DummyAI implements AIListener { private static final ComponentMapper pm = ComponentMapper.getFor(CPhysics.class); private static final ComponentMapper cm = ComponentMapper.getFor(CCombat.class); @Override public void react(ArrayList closeEntities, Entity host) { CPhysics p0 = pm.get(host); CCombat c0 = cm.get(host); c0.inputs.put(Direction.UP, false); c0.inputs.put(Direction.DOWN, false); c0.inputs.put(Direction.LEFT, false); c0.inputs.put(Direction.RIGHT, false); for (Entity other : closeEntities) { CPhysics p1 = pm.get(other); if (p0.getPosition().x + p0.getSize().x / 3 < p1.getPosition().x - p1.getSize().x / 3) { c0.inputs.put(Direction.RIGHT, true); } else if (p0.getPosition().x - p0.getSize().x / 3 > p1.getPosition().x + p1.getSize().x / 3) { c0.inputs.put(Direction.LEFT, true); } else if (p0.getPosition().y + p0.getSize().y / 3 < p1.getPosition().y - p1.getSize().y / 3) { c0.inputs.put(Direction.UP, true); } else if (p0.getPosition().y - p0.getSize().y / 3 > p1.getPosition().y + p1.getSize().y / 3) { c0.inputs.put(Direction.DOWN, true); } } } }