Split crate into shared logic library and binary crate (#52)
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206
crates/shared/src/aim/mod.rs
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206
crates/shared/src/aim/mod.rs
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mod marker;
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mod target_ui;
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use crate::{
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GameState,
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head::ActiveHead,
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heads_database::HeadsDatabase,
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hitpoints::Hitpoints,
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physics_layers::GameLayer,
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player::{Player, PlayerBodyMesh},
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tb_entities::EnemySpawn,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use marker::MarkerEvent;
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use std::f32::consts::PI;
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#[derive(Component, Reflect, Default, Deref)]
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#[reflect(Component)]
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pub struct AimTarget(pub Option<Entity>);
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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#[require(AimTarget)]
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pub struct AimState {
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pub range: f32,
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pub max_angle: f32,
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pub spawn_marker: bool,
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}
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impl Default for AimState {
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fn default() -> Self {
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Self {
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range: 80.,
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max_angle: PI / 8.,
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spawn_marker: true,
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}
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}
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}
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pub fn plugin(app: &mut App) {
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app.add_plugins(target_ui::plugin);
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app.add_plugins(marker::plugin);
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app.add_systems(
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Update,
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(update_player_aim, update_npc_aim, head_change).run_if(in_state(GameState::Playing)),
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);
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app.add_systems(Update, add_aim);
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}
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fn add_aim(mut commands: Commands, query: Query<Entity, Added<ActiveHead>>) {
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for e in query.iter() {
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commands.entity(e).insert(AimState::default());
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}
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}
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fn head_change(
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mut query: Query<(&ActiveHead, &mut AimState), Changed<ActiveHead>>,
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heads_db: Res<HeadsDatabase>,
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) {
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for (head, mut state) in query.iter_mut() {
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// info!("head changed: {}", head.0);
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// state.max_angle = if head.0 == 0 { PI / 8. } else { PI / 2. }
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let stats = heads_db.head_stats(head.0);
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state.range = stats.range;
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}
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}
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fn update_player_aim(
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mut commands: Commands,
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potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
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player_rot: Query<(&Transform, &GlobalTransform), With<PlayerBodyMesh>>,
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mut player_aim: Query<(Entity, &AimState, &mut AimTarget), With<Player>>,
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spatial_query: SpatialQuery,
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) {
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let Some((player, state, mut aim_target)) = player_aim.iter_mut().next() else {
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return;
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};
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let Some((player_pos, player_forward)) = player_rot
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.iter()
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.next()
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.map(|(t, global)| (global.translation(), t.forward()))
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else {
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return;
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};
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let mut new_target = None;
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let mut target_distance = f32::MAX;
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for (e, t) in potential_targets.iter() {
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if e == player {
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continue;
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}
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let delta = player_pos - t.translation;
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let distance = delta.length();
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if distance > state.range {
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continue;
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}
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let angle = player_forward.angle_between(delta.normalize());
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if angle < state.max_angle && distance < target_distance {
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if !line_of_sight(&spatial_query, player_pos, delta, distance) {
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continue;
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}
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new_target = Some(e);
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target_distance = distance;
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}
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}
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if let Some(e) = &aim_target.0 {
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if commands.get_entity(*e).is_err() {
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aim_target.0 = None;
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return;
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}
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}
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if new_target != aim_target.0 {
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if state.spawn_marker {
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if let Some(target) = new_target {
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commands.trigger(MarkerEvent::Spawn(target));
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} else {
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commands.trigger(MarkerEvent::Despawn);
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}
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}
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aim_target.0 = new_target;
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}
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}
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fn update_npc_aim(
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mut commands: Commands,
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mut subject: Query<(&AimState, &Transform, &mut AimTarget), With<EnemySpawn>>,
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potential_targets: Query<(Entity, &Transform), With<Player>>,
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spatial_query: SpatialQuery,
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) {
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for (state, t, mut aim_target) in subject.iter_mut() {
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let (pos, forward) = (t.translation, t.forward());
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let mut new_target = None;
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let mut target_distance = f32::MAX;
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for (e, t) in potential_targets.iter() {
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let delta = pos - t.translation;
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let distance = delta.length();
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if distance > state.range {
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continue;
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}
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let angle = forward.angle_between(delta.normalize());
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if angle < state.max_angle && distance < target_distance {
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if !line_of_sight(&spatial_query, pos, delta, distance) {
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continue;
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}
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new_target = Some(e);
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target_distance = distance;
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}
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}
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if let Some(e) = &aim_target.0 {
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if commands.get_entity(*e).is_err() {
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aim_target.0 = None;
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return;
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}
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}
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if new_target != aim_target.0 {
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aim_target.0 = new_target;
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}
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}
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}
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fn line_of_sight(
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spatial_query: &SpatialQuery<'_, '_>,
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player_pos: Vec3,
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delta: Vec3,
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distance: f32,
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) -> bool {
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if let Some(_hit) = spatial_query.cast_shape(
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&Collider::sphere(0.1),
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player_pos + -delta.normalize() + (Vec3::Y * 2.),
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Quat::default(),
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Dir3::new(-delta).unwrap(),
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&ShapeCastConfig {
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max_distance: distance * 0.98,
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compute_contact_on_penetration: false,
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ignore_origin_penetration: true,
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..Default::default()
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},
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&SpatialQueryFilter::default().with_mask(LayerMask(GameLayer::Level.to_bits())),
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) {
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// info!("no line of sight");
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return false;
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};
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true
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}
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