Crate unification (#88)
* move client/server/config into shared * move platforms into shared * move head drops into shared * move tb_entities to shared * reduce server to just a call into shared * get solo play working * fix server opening window * fix fmt * extracted a few more modules from client * near completely migrated client * fixed duplicate CharacterInputEnabled definition * simplify a few things related to builds * more simplifications * fix warnings/check * ci update * address comments * try fixing macos steam build * address comments * address comments * CI tweaks with default client feature --------- Co-authored-by: PROMETHIA-27 <electriccobras@gmail.com>
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122
crates/hedz_reloaded/src/abilities/arrow.rs
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122
crates/hedz_reloaded/src/abilities/arrow.rs
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use super::TriggerArrow;
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use crate::{
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GameState, billboards::Billboard, global_observer, heads_database::HeadsDatabase,
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hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer,
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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::{light::NotShadowCaster, prelude::*};
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use bevy_sprite3d::Sprite3d;
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#[derive(Component)]
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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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image: Handle<Image>,
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layout: Handle<TextureAtlasLayout>,
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(Update, update.run_if(in_state(GameState::Playing)));
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global_observer!(app, on_trigger_arrow);
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}
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fn setup(mut commands: Commands, assets: Res<GameAssets>, asset_server: Res<AssetServer>) {
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
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let layout = asset_server.add(layout);
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commands.insert_resource(ShotAssets {
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image: assets.impact_atlas.clone(),
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layout,
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});
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}
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fn on_trigger_arrow(
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trigger: On<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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#[cfg(feature = "client")]
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commands.trigger(crate::protocol::PlaySound::Crossbow);
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let rotation = if let Some(target) = state.target {
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let t = query_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()
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};
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let mut transform = Transform::from_translation(state.pos).with_rotation(rotation);
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transform.translation += transform.forward().as_vec3() * 2.;
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let damage = heads_db.head_stats(state.head).damage;
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commands.spawn((
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Name::new("projectile-arrow"),
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ArrowProjectile { damage },
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transform,
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));
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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, &ArrowProjectile)>,
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spatial_query: SpatialQuery,
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assets: Res<ShotAssets>,
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) {
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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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if let Some(first_hit) = spatial_query.cast_shape(
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&Collider::sphere(0.5),
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t.translation,
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t.rotation,
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t.forward(),
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&ShapeCastConfig::from_max_distance(150.),
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&filter,
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) {
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cmds.trigger(Hit {
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damage: arrow.damage,
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entity: first_hit.entity,
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});
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cmds.spawn((
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Sprite3d {
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pixels_per_metre: 128.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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},
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Sprite {
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image: assets.image.clone(),
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texture_atlas: Some(TextureAtlas {
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layout: assets.layout.clone(),
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index: 0,
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}),
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..default()
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},
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))
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.insert((
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Billboard::All,
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Transform::from_translation(first_hit.point1),
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NotShadowCaster,
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AnimationTimer::new(Timer::from_seconds(0.005, TimerMode::Repeating)),
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));
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}
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cmds.entity(e).despawn();
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}
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}
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