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::TriggerState;
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use super::TriggerThrow;
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use crate::{
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GameState,
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aim::AimState,
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@@ -83,77 +83,58 @@ 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<TriggerThrow>,
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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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assets: Res<GameAssets>,
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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.event().0;
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// TODO: proper weapon classes
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if ![0, 8, 16, 17].contains(&player_head) {
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return;
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}
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commands.trigger(PlaySound::Throw);
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commands.trigger(PlaySound::Throw);
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const SPEED: f32 = 35.;
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let Some((rotation, player_forward)) =
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player_rot.iter().next().map(|t| (t.rotation, t.forward()))
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else {
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return;
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};
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let vel = 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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const SPEED: f32 = 35.;
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launch_velocity(
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state.pos + state.dir.as_vec3() * 2.,
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t.translation,
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SPEED,
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9.81,
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)
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.map(|(low, _)| low)
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.unwrap()
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} else {
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state.rot.mul_quat(Quat::from_rotation_y(-PI / 2.))
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* (Vec3::new(2., 1., 0.).normalize() * SPEED)
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};
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let vel = 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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let t = Transform::from_translation(state.pos);
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launch_velocity(
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player_pos + player_forward.as_vec3() * 2.,
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t.translation,
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SPEED,
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9.81,
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)
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.map(|(low, _)| low)
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.unwrap()
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} else {
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rotation.mul_quat(Quat::from_rotation_y(-PI / 2.))
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* (Vec3::new(2., 1., 0.).normalize() * SPEED)
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};
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let t = Transform::from_translation(player_pos);
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commands
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.spawn((
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Name::new("projectile-thrown"),
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ThrownProjectile,
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Collider::sphere(0.5),
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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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RigidBody::Dynamic,
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Mass(0.01),
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LinearVelocity(vel),
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Visibility::default(),
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t,
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))
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.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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Transform::from_scale(Vec3::splat(10.)),
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SceneRoot(assets.molotov.clone()),
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));
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}
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commands
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.spawn((
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Name::new("projectile-thrown"),
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ThrownProjectile,
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Collider::sphere(0.5),
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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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RigidBody::Dynamic,
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Mass(0.01),
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LinearVelocity(vel),
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Visibility::default(),
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t,
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))
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.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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Transform::from_scale(Vec3::splat(10.)),
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SceneRoot(assets.molotov.clone()),
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));
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}
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fn shot_collision(
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