Revert "clippy fixes"

This reverts commit f6e94cfd32.
This commit is contained in:
2025-06-29 10:54:59 +02:00
parent f6e94cfd32
commit 5d4c7630ef
65 changed files with 85 additions and 495 deletions

View File

@@ -1,178 +0,0 @@
use crate::{
GameState,
abilities::{HeadAbility, TriggerData, TriggerThrow},
aim::AimTarget,
heads::ActiveHeads,
heads_database::HeadsDatabase,
player::Player,
};
use bevy::prelude::*;
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct Ai;
#[derive(Component, Reflect, Clone)]
#[reflect(Component)]
struct WaitForAnyPlayer;
#[derive(Component, Reflect, Clone)]
#[reflect(Component)]
struct Engage(Entity);
#[derive(Component, Reflect, Clone)]
#[reflect(Component)]
struct Reload;
pub fn plugin(app: &mut App) {
app.add_systems(
Update,
(
engage_and_throw,
wait_for_player,
out_of_range,
detect_reload,
detect_reload_done,
rotate,
)
.run_if(in_state(GameState::Playing)),
);
app.add_systems(Update, on_ai_added);
}
fn on_ai_added(mut commands: Commands, query: Query<Entity, Added<Ai>>) {
for entity in query.iter() {
commands.entity(entity).insert(WaitForAnyPlayer);
}
}
fn wait_for_player(
mut commands: Commands,
agents: Query<Entity, With<WaitForAnyPlayer>>,
transform: Query<&Transform>,
players: Query<Entity, With<Player>>,
) {
for agent in agents.iter() {
if let Some(player) = in_range(50., agent, &players, &transform) {
info!("[{agent}] Engage: {player}");
if let Ok(mut agent) = commands.get_entity(agent) {
agent.remove::<WaitForAnyPlayer>().insert(Engage(player));
}
}
}
}
fn out_of_range(
mut commands: Commands,
agents: Query<Entity, With<Engage>>,
transform: Query<&Transform>,
players: Query<Entity, With<Player>>,
) {
for agent in agents.iter() {
if in_range(100., agent, &players, &transform).is_none() {
info!("[{agent}] Player out of range");
commands
.entity(agent)
.remove::<Engage>()
.insert(WaitForAnyPlayer);
}
}
}
fn detect_reload(mut commands: Commands, agents: Query<(Entity, &ActiveHeads), With<Engage>>) {
for (e, head) in agents.iter() {
if head.reloading() {
info!("[{e}] Reload started");
commands.entity(e).remove::<Engage>().insert(Reload);
}
}
}
fn detect_reload_done(mut commands: Commands, agents: Query<(Entity, &ActiveHeads), With<Reload>>) {
for (e, head) in agents.iter() {
if !head.reloading() {
info!("[{e}] Reload done");
commands
.entity(e)
.remove::<Reload>()
.insert(WaitForAnyPlayer);
}
}
}
fn in_range(
range: f32,
entity: Entity,
players: &Query<'_, '_, Entity, With<Player>>,
transform: &Query<'_, '_, &Transform>,
) -> Option<Entity> {
let Ok(pos) = transform.get(entity).map(|t| t.translation) else {
return None;
};
players
.iter()
.filter_map(|p| transform.get(p).ok().map(|t| (p, *t)))
.find(|(_, t)| t.translation.distance(pos) < range)
.map(|(e, _)| e)
}
fn rotate(agent: Query<(Entity, &Engage)>, mut transform: Query<&mut Transform>) {
for (agent, Engage(target)) in agent.iter() {
let Ok(target_pos) = transform.get(*target).map(|t| t.translation) else {
continue;
};
let Ok(mut agent_transform) = transform.get_mut(agent) else {
continue;
};
// Get the direction vector from the current position to the target
let direction = (target_pos - agent_transform.translation).normalize();
// Project the direction onto the XZ plane by zeroing out the Y component
let xz_direction = Vec3::new(direction.x, 0.0, direction.z).normalize();
agent_transform.rotation = Quat::from_rotation_arc(Vec3::Z, xz_direction);
}
}
fn engage_and_throw(
mut commands: Commands,
mut query: Query<(&mut ActiveHeads, &AimTarget, &Transform), With<Engage>>,
time: Res<Time>,
heads_db: Res<HeadsDatabase>,
) {
for (mut npc, target, t) in query.iter_mut() {
if target.0.is_none() {
continue;
}
let Some(npc_head) = npc.current() else {
continue;
};
let ability = heads_db.head_stats(npc_head.head).ability;
//TODO: support other abilities
if ability != HeadAbility::Thrown {
continue;
}
let can_shoot_again = npc_head.last_use + 1. < time.elapsed_secs();
if can_shoot_again && npc_head.has_ammo() {
npc.use_ammo(time.elapsed_secs());
let dir = t.forward();
commands.trigger(TriggerThrow(TriggerData::new(
target.0,
dir,
t.rotation,
t.translation,
crate::physics_layers::GameLayer::Player,
npc_head.head,
)));
}
}
}