damage per head (#32)
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@@ -1,7 +1,8 @@
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use super::TriggerArrow;
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use crate::{
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GameState, billboards::Billboard, global_observer, hitpoints::Hit, loading_assets::GameAssets,
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physics_layers::GameLayer, sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer,
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GameState, billboards::Billboard, global_observer, heads_database::HeadsDatabase,
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hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer, sounds::PlaySound,
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utils::sprite_3d_animation::AnimationTimer,
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};
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use avian3d::prelude::*;
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use bevy::{pbr::NotShadowCaster, prelude::*};
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@@ -9,7 +10,9 @@ use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use std::f32::consts::PI;
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#[derive(Component)]
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struct ArrowProjectile;
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struct ArrowProjectile {
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damage: u32,
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}
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#[derive(Resource)]
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struct ShotAssets {
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@@ -38,6 +41,7 @@ fn on_trigger_arrow(
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trigger: Trigger<TriggerArrow>,
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mut commands: Commands,
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query_transform: Query<&Transform>,
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heads_db: Res<HeadsDatabase>,
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) {
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let state = trigger.0;
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@@ -57,17 +61,18 @@ fn on_trigger_arrow(
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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.) + (Vec3::Y * 0.6);
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commands.spawn((Name::new("projectile-arrow"), ArrowProjectile, t));
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let damage = heads_db.head_stats(state.head).damage;
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commands.spawn((Name::new("projectile-arrow"), ArrowProjectile { damage }, t));
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}
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fn update(
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mut cmds: Commands,
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query: Query<(Entity, &Transform), With<ArrowProjectile>>,
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query: Query<(Entity, &Transform, &ArrowProjectile)>,
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spatial_query: SpatialQuery,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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for (e, t) in query.iter() {
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for (e, t, arrow) in query.iter() {
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let filter = SpatialQueryFilter::from_mask(LayerMask(
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GameLayer::Level.to_bits() | GameLayer::Npc.to_bits(),
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));
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@@ -80,7 +85,9 @@ fn update(
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&ShapeCastConfig::from_max_distance(150.),
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&filter,
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) {
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cmds.entity(first_hit.entity).trigger(Hit { damage: 50 });
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cmds.entity(first_hit.entity).trigger(Hit {
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damage: arrow.damage,
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});
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cmds.spawn(
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Sprite3dBuilder {
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