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>
This commit is contained in:
extrawurst
2025-12-18 18:31:22 +01:00
committed by GitHub
parent c80129dac1
commit 7cfae285ed
100 changed files with 1099 additions and 1791 deletions

View File

@@ -0,0 +1,199 @@
mod marker;
mod target_ui;
use crate::{
GameState, control::Inputs, head::ActiveHead, heads_database::HeadsDatabase,
hitpoints::Hitpoints, physics_layers::GameLayer, player::Player, tb_entities::EnemySpawn,
};
use avian3d::prelude::*;
use bevy::prelude::*;
use marker::MarkerEvent;
use serde::{Deserialize, Serialize};
use std::f32::consts::PI;
#[derive(Component, Reflect, Default, Deref, PartialEq, Serialize, Deserialize)]
#[reflect(Component)]
pub struct AimTarget(pub Option<Entity>);
#[derive(Component, Reflect, PartialEq, Serialize, Deserialize)]
#[reflect(Component)]
#[require(AimTarget)]
pub struct AimState {
pub range: f32,
pub max_angle: f32,
pub spawn_marker: bool,
}
impl Default for AimState {
fn default() -> Self {
Self {
range: 80.,
max_angle: PI / 8.,
spawn_marker: true,
}
}
}
pub fn plugin(app: &mut App) {
app.register_type::<AimState>();
app.register_type::<AimTarget>();
app.add_plugins(target_ui::plugin);
app.add_plugins(marker::plugin);
app.add_systems(
Update,
(update_player_aim, update_npc_aim, head_change).run_if(in_state(GameState::Playing)),
);
app.add_systems(Update, add_aim);
}
fn add_aim(mut commands: Commands, query: Query<Entity, Added<ActiveHead>>) {
for e in query.iter() {
commands.entity(e).insert(AimState::default());
}
}
fn head_change(
mut query: Query<(&ActiveHead, &mut AimState), Changed<ActiveHead>>,
heads_db: Res<HeadsDatabase>,
) {
for (head, mut state) in query.iter_mut() {
// info!("head changed: {}", head.0);
// state.max_angle = if head.0 == 0 { PI / 8. } else { PI / 2. }
let stats = heads_db.head_stats(head.0);
state.range = stats.range;
}
}
fn update_player_aim(
mut commands: Commands,
potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
mut player_aim: Query<
(Entity, &AimState, &mut AimTarget, &GlobalTransform, &Inputs),
With<Player>,
>,
spatial_query: SpatialQuery,
) {
for (player, state, mut aim_target, global_tf, inputs) in player_aim.iter_mut() {
let (player_pos, player_forward) = (global_tf.translation(), inputs.look_dir);
let mut new_target = None;
let mut target_distance = f32::MAX;
for (e, t) in potential_targets.iter() {
if e == player {
continue;
}
let delta = t.translation - player_pos;
let distance = delta.length();
if distance > state.range {
continue;
}
let angle = player_forward.angle_between(delta.normalize());
if angle < state.max_angle && distance < target_distance {
if !line_of_sight(&spatial_query, player_pos, delta, distance) {
continue;
}
new_target = Some(e);
target_distance = distance;
}
}
if let Some(e) = &aim_target.0
&& commands.get_entity(*e).is_err()
{
aim_target.0 = None;
return;
}
if new_target != aim_target.0 {
if state.spawn_marker {
if let Some(target) = new_target {
commands.trigger(MarkerEvent::Spawn(target));
} else {
commands.trigger(MarkerEvent::Despawn);
}
}
aim_target.0 = new_target;
}
}
}
fn update_npc_aim(
mut commands: Commands,
mut subject: Query<(&AimState, &Transform, &mut AimTarget), With<EnemySpawn>>,
potential_targets: Query<(Entity, &Transform), With<Player>>,
spatial_query: SpatialQuery,
) {
for (state, t, mut aim_target) in subject.iter_mut() {
let (pos, forward) = (t.translation, t.forward());
let mut new_target = None;
let mut target_distance = f32::MAX;
for (e, t) in potential_targets.iter() {
let delta = t.translation - pos;
let distance = delta.length();
if distance > state.range {
continue;
}
let angle = forward.angle_between(delta.normalize());
if angle < state.max_angle && distance < target_distance {
if !line_of_sight(&spatial_query, pos, delta, distance) {
continue;
}
new_target = Some(e);
target_distance = distance;
}
}
if let Some(e) = &aim_target.0
&& commands.get_entity(*e).is_err()
{
aim_target.0 = None;
return;
}
if new_target != aim_target.0 {
aim_target.0 = new_target;
}
}
}
fn line_of_sight(
spatial_query: &SpatialQuery<'_, '_>,
player_pos: Vec3,
delta: Vec3,
distance: f32,
) -> bool {
if let Some(_hit) = spatial_query.cast_shape(
&Collider::sphere(0.1),
player_pos + delta.normalize() + (Vec3::Y * 2.),
Quat::default(),
Dir3::new(delta).unwrap(),
&ShapeCastConfig {
max_distance: distance * 0.98,
compute_contact_on_penetration: false,
ignore_origin_penetration: true,
..Default::default()
},
&SpatialQueryFilter::default().with_mask(LayerMask(GameLayer::Level.to_bits())),
) {
// info!("no line of sight");
return false;
};
true
}