ammo system
* heads have abilities * health and ammo shows in ui
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@@ -1,4 +1,4 @@
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use super::{Projectile, TriggerState};
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use super::{Projectile, TriggerGun};
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use crate::{
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GameState,
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aim::AimState,
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@@ -50,77 +50,60 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
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}
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fn on_trigger_state(
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trigger: Trigger<TriggerState>,
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trigger: Trigger<TriggerGun>,
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mut commands: Commands,
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aim: Res<AimState>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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player: Query<(&Transform, &Player)>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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time: Res<Time>,
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mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
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mut polylines: ResMut<Assets<Polyline>>,
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) {
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if matches!(trigger.event(), TriggerState::Active) {
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let Some((player_pos, player_head)) =
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player.iter().next().map(|(t, p)| (t.translation, p.0))
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else {
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return;
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};
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let state = trigger.0;
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// TODO: proper weapon classes
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if ![2, 3, 9].contains(&player_head) {
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return;
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}
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commands.trigger(PlaySound::Gun);
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commands.trigger(PlaySound::Gun);
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let rotation = if let Some(target) = aim.target {
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let t = target_transform
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.get(target)
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.expect("target must have transform");
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Transform::from_translation(state.pos)
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.looking_at(t.translation, Vec3::Y)
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.rotation
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} else {
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state.rot.mul_quat(Quat::from_rotation_y(PI))
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};
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let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
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return;
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};
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let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
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t.translation += t.forward().as_vec3() * 2.;
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let rotation = if let Some(target) = aim.target {
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let t = target_transform
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.get(target)
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.expect("target must have transform");
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Transform::from_translation(player_pos)
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.looking_at(t.translation, Vec3::Y)
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.rotation
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} else {
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rotation.mul_quat(Quat::from_rotation_y(PI))
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};
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let mut t = Transform::from_translation(player_pos).with_rotation(rotation);
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t.translation += t.forward().as_vec3() * 2.;
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commands
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.spawn((
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Name::new("projectile-gun"),
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GunProjectile {
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time: time.elapsed_secs(),
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},
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Projectile { damage: 10 },
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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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Visibility::default(),
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t,
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))
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.with_child(PolylineBundle {
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polyline: PolylineHandle(polylines.add(Polyline {
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vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
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})),
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material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
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width: 10.0,
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color: LinearRgba::rgb(0.9, 0.9, 0.),
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perspective: false,
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..default()
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})),
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commands
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.spawn((
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Name::new("projectile-gun"),
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GunProjectile {
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time: time.elapsed_secs(),
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},
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Projectile { damage: 10 },
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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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Visibility::default(),
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t,
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))
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.with_child(PolylineBundle {
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polyline: PolylineHandle(polylines.add(Polyline {
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vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
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})),
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material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
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width: 10.0,
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color: LinearRgba::rgb(0.9, 0.9, 0.),
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perspective: false,
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..default()
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});
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}
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})),
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..default()
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});
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}
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fn update(mut query: Query<&mut Transform, With<GunProjectile>>) {
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