Simpler + Better Inputs (#82)

* switch to events for instantaneous inputs

* input simplification + improvements

* fix trail crash

* fix clippy warnings

* qualify `Trail` in fn signature
This commit is contained in:
PROMETHIA-27
2025-12-10 14:41:21 -05:00
committed by GitHub
parent b177c880e3
commit 668ed93475
19 changed files with 433 additions and 486 deletions

View File

@@ -14,18 +14,10 @@ use crate::{
};
#[cfg(feature = "server")]
use crate::{
aim::AimTarget,
character::CharacterHierarchy,
control::{ControlState, Inputs},
head::ActiveHead,
heads::ActiveHeads,
heads_database::HeadsDatabase,
player::Player,
protocol::ClientToController,
aim::AimTarget, character::CharacterHierarchy, control::Inputs, head::ActiveHead,
heads::ActiveHeads, heads_database::HeadsDatabase, player::Player,
};
use bevy::{light::NotShadowCaster, prelude::*};
#[cfg(feature = "server")]
use bevy_replicon::prelude::FromClient;
use bevy_replicon::prelude::{ClientState, SendMode, ServerTriggerExt, ToClients};
use bevy_sprite3d::Sprite3d;
pub use healing::Healing;
@@ -194,20 +186,10 @@ fn explode_projectiles(mut commands: Commands, query: Query<(Entity, &ExplodingP
#[cfg(feature = "server")]
fn on_trigger_state(
mut res: ResMut<TriggerStateRes>,
players: Query<&ActiveHead, With<Player>>,
clients: ClientToController,
mut controls: MessageReader<FromClient<ControlState>>,
headdb: Res<HeadsDatabase>,
time: Res<Time>,
players: Query<(&ActiveHead, &Inputs), With<Player>>,
) {
for controls in controls.read() {
let player = clients.get_controller(controls.client_id);
let player_head = players.get(player).unwrap();
res.active = controls.trigger;
if controls.just_triggered {
let head_stats = headdb.head_stats(player_head.0);
res.next_trigger_timestamp = time.elapsed_secs() + head_stats.shoot_offset;
}
for (_, inputs) in players.iter() {
res.active = inputs.trigger;
}
}

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@@ -1,11 +1,12 @@
use crate::GameState;
#[cfg(feature = "client")]
use crate::control::Inputs;
#[cfg(feature = "client")]
use crate::physics_layers::GameLayer;
#[cfg(feature = "client")]
use crate::{
control::{ControlState, LookDirMovement},
loading_assets::UIAssets,
};
use crate::player::LocalPlayer;
#[cfg(feature = "client")]
use crate::{control::LookDirMovement, loading_assets::UIAssets};
#[cfg(feature = "client")]
use avian3d::prelude::SpatialQuery;
#[cfg(feature = "client")]
@@ -80,8 +81,11 @@ fn startup(mut commands: Commands) {
}
#[cfg(feature = "client")]
fn update_look_around(controls: Res<ControlState>, mut cam_state: ResMut<CameraState>) {
let look_around = controls.view_mode;
fn update_look_around(
inputs: Single<&Inputs, With<LocalPlayer>>,
mut cam_state: ResMut<CameraState>,
) {
let look_around = inputs.view_mode;
if look_around != cam_state.look_around {
cam_state.look_around = look_around;
@@ -176,11 +180,11 @@ fn update(
#[cfg(feature = "client")]
fn rotate_view(
controls: Res<ControlState>,
inputs: Single<&Inputs, With<LocalPlayer>>,
look_dir: Res<LookDirMovement>,
mut cam: Single<&mut CameraRotationInput>,
) {
if !controls.view_mode {
if !inputs.view_mode {
cam.x = 0.0;
return;
}

View File

@@ -15,7 +15,7 @@ pub struct Cash;
struct CashText;
#[derive(Component, Reflect, Default, Serialize, Deserialize, PartialEq)]
pub struct CashResource {
pub struct CashInventory {
pub cash: i32,
}
@@ -37,7 +37,7 @@ pub fn plugin(app: &mut App) {
fn on_cash_collect(
_trigger: On<CashCollectEvent>,
mut commands: Commands,
mut cash: Single<&mut CashResource>,
mut cash: Single<&mut CashInventory>,
) {
use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
@@ -58,7 +58,7 @@ fn rotate(time: Res<Time>, mut query: Query<&mut Rotation, With<Cash>>) {
}
fn update_ui(
cash: Single<&CashResource, Changed<CashResource>>,
cash: Single<&CashInventory, Changed<CashInventory>>,
text: Query<Entity, With<CashText>>,
mut writer: TextUiWriter,
) {

View File

@@ -1,6 +1,9 @@
use crate::{
cash::CashResource, control::ControlState, hitpoints::Hitpoints, player::Player,
protocol::PlaySound,
cash::CashInventory,
control::CashHealPressed,
hitpoints::Hitpoints,
player::Player,
protocol::{ClientToController, PlaySound},
};
use bevy::prelude::*;
use bevy_replicon::prelude::{FromClient, SendMode, ServerTriggerExt, ToClients};
@@ -17,32 +20,29 @@ struct HealAction {
fn on_heal_trigger(
mut commands: Commands,
mut cash: Single<&mut CashResource>,
mut query: Query<&mut Hitpoints, With<Player>>,
mut controls: MessageReader<FromClient<ControlState>>,
controllers: ClientToController,
mut query: Query<(&mut Hitpoints, &mut CashInventory), With<Player>>,
mut inputs: MessageReader<FromClient<CashHealPressed>>,
) {
for controls in controls.read() {
for mut hp in query.iter_mut() {
if !controls.cash_heal {
continue;
}
for press in inputs.read() {
let controller = controllers.get_controller(press.client_id);
let (mut hp, mut cash) = query.get_mut(controller).unwrap();
if hp.max() || cash.cash == 0 {
return;
}
let action = heal(cash.cash, hp.get().1 - hp.get().0);
hp.heal(action.damage_healed);
cash.cash = cash.cash.saturating_sub(action.cost);
//TODO: trigger ui cost animation
commands.server_trigger(ToClients {
mode: SendMode::Broadcast,
message: PlaySound::CashHeal,
});
if hp.max() || cash.cash == 0 {
return;
}
let action = heal(cash.cash, hp.get().1 - hp.get().0);
hp.heal(action.damage_healed);
cash.cash = cash.cash.saturating_sub(action.cost);
//TODO: trigger ui cost animation
commands.server_trigger(ToClients {
mode: SendMode::Broadcast,
message: PlaySound::CashHeal,
});
}
}

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@@ -233,7 +233,7 @@ fn setup_once_loaded(
#[cfg(feature = "dbg")]
fn debug_show_projectile_origin_and_trial(
mut gizmos: Gizmos,
query: Query<&GlobalTransform, Or<(With<ProjectileOrigin>, With<Trail>)>>,
query: Query<&GlobalTransform, Or<(With<ProjectileOrigin>, With<crate::utils::trail::Trail>)>>,
) {
for projectile_origin in query.iter() {
gizmos.sphere(

View File

@@ -5,8 +5,8 @@ use crate::{
};
#[cfg(feature = "client")]
use crate::{
control::{ControlState, LookDirMovement},
player::PlayerBodyMesh,
control::LookDirMovement,
player::{LocalPlayer, PlayerBodyMesh},
};
use bevy::prelude::*;
use bevy_replicon::prelude::ClientState;
@@ -36,17 +36,24 @@ impl Plugin for CharacterControllerPlugin {
#[cfg(feature = "client")]
fn rotate_view(
controls: Res<ControlState>,
controller: Single<(&Inputs, &Children), With<LocalPlayer>>,
mut player_mesh: Query<&mut Transform, With<PlayerBodyMesh>>,
look_dir: Res<LookDirMovement>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
for mut tr in player.iter_mut() {
if controls.view_mode {
continue;
}
let (inputs, children) = controller.into_inner();
tr.rotate_y(look_dir.0.x * -0.001);
if inputs.view_mode {
return;
}
children.iter().find(|&child| {
if let Ok(mut body_transform) = player_mesh.get_mut(child) {
body_transform.rotate_y(look_dir.0.x * -0.001);
true
} else {
false
}
});
}
fn apply_controls(

View File

@@ -2,8 +2,8 @@ use crate::{
GameState,
head::ActiveHead,
heads_database::{HeadControls, HeadsDatabase},
player::{LocalPlayerId, Player},
protocol::{ClientToController, PlayerIdMap},
player::Player,
protocol::ClientToController,
};
use bevy::{ecs::entity::MapEntities, prelude::*};
use bevy_replicon::{
@@ -28,11 +28,13 @@ pub enum ControllerSet {
pub struct SelectedController(pub ControllerSet);
pub fn plugin(app: &mut App) {
app.register_type::<ControllerSettings>();
app.register_type::<LookDirMovement>();
app.register_type::<Inputs>();
app.register_type::<ControllerSettings>()
.register_type::<LookDirMovement>()
.register_type::<Inputs>();
#[cfg(feature = "client")]
app.register_type::<LocalInputs>();
app.init_resource::<ControlState>();
app.init_resource::<LookDirMovement>();
app.init_resource::<SelectedController>();
@@ -58,22 +60,17 @@ pub fn plugin(app: &mut App) {
app.add_systems(
PreUpdate,
(
collect_player_inputs.run_if(in_state(ClientState::Disconnected)),
update_local_player_inputs
.run_if(resource_exists::<LocalPlayerId>)
.run_if(in_state(ClientState::Connected)),
)
.chain()
.run_if(in_state(GameState::Playing))
collect_player_inputs
.run_if(in_state(ClientState::Disconnected).and(in_state(GameState::Playing)))
.after(ClientSystems::Receive),
);
app.add_systems(Update, head_change.run_if(in_state(GameState::Playing)));
}
// TODO: Split this into an enum of individual input commands, e.g. `JustJumped`
#[derive(Resource, Debug, Clone, Copy, Message, PartialEq, Serialize, Deserialize, Reflect)]
pub struct ControlState {
/// The continuous inputs of a client for a tick. The instant inputs are sent via messages like `BackpackTogglePressed`.
#[derive(Component, Clone, Copy, Debug, Serialize, Deserialize, Reflect)]
#[reflect(Component, Default)]
pub struct Inputs {
/// Movement direction with a maximum length of 1.0
pub move_dir: Vec2,
/// The current direction that the character is facing
@@ -83,17 +80,9 @@ pub struct ControlState {
/// Determines if the camera can rotate freely around the player
pub view_mode: bool,
pub trigger: bool,
pub just_triggered: bool,
pub select_left: bool,
pub select_right: bool,
pub backpack_toggle: bool,
pub backpack_swap: bool,
pub backpack_left: bool,
pub backpack_right: bool,
pub cash_heal: bool,
}
impl Default for ControlState {
impl Default for Inputs {
fn default() -> Self {
Self {
move_dir: Default::default(),
@@ -101,25 +90,44 @@ impl Default for ControlState {
jump: Default::default(),
view_mode: Default::default(),
trigger: Default::default(),
just_triggered: Default::default(),
select_left: Default::default(),
select_right: Default::default(),
backpack_toggle: Default::default(),
backpack_swap: Default::default(),
backpack_left: Default::default(),
backpack_right: Default::default(),
cash_heal: Default::default(),
}
}
}
impl MapEntities for ControlState {
impl MapEntities for Inputs {
fn map_entities<E: EntityMapper>(&mut self, _entity_mapper: &mut E) {}
}
#[derive(Component, Default, Deref, DerefMut, Reflect, Serialize, Deserialize)]
#[reflect(Component, Default)]
pub struct Inputs(pub ControlState);
/// A message to tell the server what inputs the client pressed this tick
#[derive(Debug, Clone, Copy, Message, Serialize, Deserialize, Reflect)]
pub struct ClientInputs(pub Inputs);
/// A cache to collect inputs into clientside, so that they don't get overwritten by replication from the server
#[cfg(feature = "client")]
#[derive(Component, Default, Reflect)]
#[reflect(Component)]
pub struct LocalInputs(pub Inputs);
#[derive(Message, Serialize, Deserialize)]
pub struct SelectLeftPressed;
#[derive(Message, Serialize, Deserialize)]
pub struct SelectRightPressed;
#[derive(Message, Serialize, Deserialize)]
pub struct BackpackTogglePressed;
#[derive(Message, Serialize, Deserialize)]
pub struct BackpackSwapPressed;
#[derive(Message, Serialize, Deserialize)]
pub struct BackpackLeftPressed;
#[derive(Message, Serialize, Deserialize)]
pub struct BackpackRightPressed;
#[derive(Message, Serialize, Deserialize)]
pub struct CashHealPressed;
#[derive(Resource, Default, Reflect)]
#[reflect(Resource)]
@@ -147,29 +155,16 @@ pub struct ControllerSwitchEvent {
fn collect_player_inputs(
mut players: Query<&mut Inputs>,
clients: ClientToController,
mut input_messages: MessageReader<FromClient<ControlState>>,
mut input_messages: MessageReader<FromClient<ClientInputs>>,
) {
for msg in input_messages.read() {
let player = clients.get_controller(msg.client_id);
let mut inputs = players.get_mut(player).unwrap();
inputs.0 = msg.message;
*inputs = msg.message.0;
}
}
/// Overwrite the input cache replicated to the local player with the actual current inputs
fn update_local_player_inputs(
mut players: Query<&mut Inputs>,
player_ids: Res<PlayerIdMap>,
local_id: Res<LocalPlayerId>,
control_state: Res<ControlState>,
) {
let player = player_ids.get(&local_id.id).unwrap();
let mut inputs = players.get_mut(*player).unwrap();
inputs.0 = *control_state;
}
fn head_change(
//TODO: needs a 'LocalPlayer' at some point for multiplayer
query: Query<(Entity, &ActiveHead), (Changed<ActiveHead>, With<Player>)>,

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@@ -1,5 +1,5 @@
#[cfg(feature = "server")]
use crate::animation::AnimationFlags;
use crate::protocol::PlaySound;
use crate::{
GameState,
backpack::{BackbackSwapEvent, Backpack},
@@ -9,7 +9,11 @@ use crate::{
player::Player,
};
#[cfg(feature = "server")]
use crate::{control::ControlState, protocol::PlaySound};
use crate::{
animation::AnimationFlags,
control::{SelectLeftPressed, SelectRightPressed},
protocol::ClientToController,
};
use bevy::prelude::*;
#[cfg(feature = "server")]
use bevy_replicon::prelude::FromClient;
@@ -249,38 +253,53 @@ fn reload(
fn on_select_active_head(
mut commands: Commands,
mut query: Query<(&mut ActiveHeads, &mut Hitpoints), With<Player>>,
mut controls: MessageReader<FromClient<ControlState>>,
mut select_lefts: MessageReader<FromClient<SelectLeftPressed>>,
mut select_rights: MessageReader<FromClient<SelectRightPressed>>,
controllers: ClientToController,
) {
for controls in controls.read() {
for (mut active_heads, mut hp) in query.iter_mut() {
use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
for press in select_lefts.read() {
use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
if !controls.select_right && !controls.select_left {
continue;
}
let player = controllers.get_controller(press.client_id);
let (mut active_heads, mut hp) = query.get_mut(player).unwrap();
if controls.select_right {
active_heads.selected_slot = (active_heads.selected_slot + 1) % HEAD_SLOTS;
}
active_heads.selected_slot = (active_heads.selected_slot + (HEAD_SLOTS - 1)) % HEAD_SLOTS;
if controls.select_left {
active_heads.selected_slot =
(active_heads.selected_slot + (HEAD_SLOTS - 1)) % HEAD_SLOTS;
}
commands.server_trigger(ToClients {
mode: SendMode::Broadcast,
message: PlaySound::Selection,
});
commands.server_trigger(ToClients {
mode: SendMode::Broadcast,
message: PlaySound::Selection,
});
if active_heads.head(active_heads.selected_slot).is_some() {
active_heads.current_slot = active_heads.selected_slot;
hp.set_health(active_heads.current().unwrap().health);
if active_heads.head(active_heads.selected_slot).is_some() {
active_heads.current_slot = active_heads.selected_slot;
hp.set_health(active_heads.current().unwrap().health);
commands.trigger(HeadChanged(
active_heads.heads[active_heads.current_slot].unwrap().head,
));
}
}
commands.trigger(HeadChanged(
active_heads.heads[active_heads.current_slot].unwrap().head,
));
}
for press in select_rights.read() {
use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
let player = controllers.get_controller(press.client_id);
let (mut active_heads, mut hp) = query.get_mut(player).unwrap();
active_heads.selected_slot = (active_heads.selected_slot + 1) % HEAD_SLOTS;
commands.server_trigger(ToClients {
mode: SendMode::Broadcast,
message: PlaySound::Selection,
});
if active_heads.head(active_heads.selected_slot).is_some() {
active_heads.current_slot = active_heads.selected_slot;
hp.set_health(active_heads.current().unwrap().health);
commands.trigger(HeadChanged(
active_heads.heads[active_heads.current_slot].unwrap().head,
));
}
}
}

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@@ -1,3 +1,5 @@
#[cfg(feature = "client")]
use crate::control::LocalInputs;
use crate::{
GameState,
cash::{Cash, CashCollectEvent},
@@ -17,6 +19,12 @@ use serde::{Deserialize, Serialize};
#[require(HedzCharacter, DebugInput = DebugInput)]
pub struct Player;
#[cfg(feature = "client")]
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
#[require(LocalInputs)]
pub struct LocalPlayer;
#[derive(Component, Default, Serialize, Deserialize, PartialEq)]
#[require(Transform, Visibility)]
pub struct PlayerBodyMesh;
@@ -25,13 +33,6 @@ pub struct PlayerBodyMesh;
#[derive(Component, Clone, Copy)]
pub struct ClientPlayerId(pub PlayerId);
/// Client-side only; stores this client's id
#[derive(Resource, Reflect)]
#[reflect(Resource)]
pub struct LocalPlayerId {
pub id: PlayerId,
}
pub fn plugin(app: &mut App) {
app.add_systems(
OnEnter(GameState::Playing),

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@@ -1,6 +1,8 @@
#[cfg(feature = "client")]
use crate::player::LocalPlayer;
use crate::{
loading_assets::{GameAssets, HeadDropAssets},
player::{ClientPlayerId, LocalPlayerId},
player::ClientPlayerId,
protocol::TbMapEntityMapping,
};
use avian3d::prelude::Collider;
@@ -101,7 +103,8 @@ pub struct PlayerIdMap {
pub struct ClientToController<'w, 's> {
clients: Query<'w, 's, &'static ClientPlayerId>,
players: Res<'w, PlayerIdMap>,
local_id: Option<Res<'w, LocalPlayerId>>,
#[cfg(feature = "client")]
local_id: Option<Single<'w, 's, &'static PlayerId, With<LocalPlayer>>>,
}
impl ClientToController<'_, '_> {
@@ -109,7 +112,16 @@ impl ClientToController<'_, '_> {
pub fn get_controller(&self, client: ClientId) -> Entity {
let player_id = match client.entity() {
Some(client) => self.clients.get(client).unwrap().0,
None => self.local_id.as_ref().unwrap().id,
None => {
#[cfg(not(feature = "client"))]
{
error!("attempted to look up the local controller on a dedicated server");
PlayerId { id: 0 }
}
#[cfg(feature = "client")]
***self.local_id.as_ref().unwrap()
}
};
*self.players.get(&player_id).unwrap()
}

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@@ -4,10 +4,12 @@ use crate::{
animation::AnimationFlags,
backpack::{Backpack, backpack_ui::BackpackUiState},
camera::{CameraArmRotation, CameraTarget},
cash::CashResource,
cash::CashInventory,
character::{AnimatedCharacter, HedzCharacter},
control::{
ControlState, ControllerSettings, Inputs,
BackpackLeftPressed, BackpackRightPressed, BackpackSwapPressed, BackpackTogglePressed,
CashHealPressed, ClientInputs, ControllerSettings, Inputs, SelectLeftPressed,
SelectRightPressed,
controller_common::{MovementSpeedFactor, PlayerCharacterController},
},
cutscene::StartCutscene,
@@ -49,7 +51,14 @@ pub mod events;
pub mod messages;
pub fn plugin(app: &mut App) {
app.add_client_message::<ControlState>(Channel::Unreliable);
app.add_client_message::<ClientInputs>(Channel::Unreliable)
.add_client_message::<SelectLeftPressed>(Channel::Ordered)
.add_client_message::<SelectRightPressed>(Channel::Ordered)
.add_client_message::<BackpackTogglePressed>(Channel::Ordered)
.add_client_message::<BackpackSwapPressed>(Channel::Ordered)
.add_client_message::<BackpackLeftPressed>(Channel::Ordered)
.add_client_message::<BackpackRightPressed>(Channel::Ordered)
.add_client_message::<CashHealPressed>(Channel::Ordered);
app.add_client_event::<ClientEnteredPlaying>(Channel::Ordered);
@@ -89,7 +98,7 @@ pub fn plugin(app: &mut App) {
.replicate::<Billboard>()
.replicate_once::<CameraArmRotation>()
.replicate_once::<CameraTarget>()
.replicate::<CashResource>()
.replicate::<CashInventory>()
.replicate_once::<HedzCharacter>()
.replicate_once::<Healing>()
.replicate::<Hitpoints>()

View File

@@ -91,7 +91,11 @@ fn attach_trail(
))
.id();
commands.entity(entity).add_child(id);
commands
.entity(entity)
.queue_silenced(move |mut world: EntityWorldMut| {
world.add_child(id);
});
}
}