Cutscene + Items + Target sync (#64)
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@@ -13,13 +13,14 @@ use crate::{
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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 serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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#[derive(Component, Reflect, Default, Deref)]
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#[derive(Component, Reflect, Default, Deref, PartialEq, Serialize, Deserialize)]
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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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#[derive(Component, Reflect, PartialEq, Serialize, Deserialize)]
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#[reflect(Component)]
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#[require(AimTarget)]
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pub struct AimState {
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@@ -39,6 +40,9 @@ impl Default for AimState {
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}
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pub fn plugin(app: &mut App) {
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app.register_type::<AimState>();
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app.register_type::<AimTarget>();
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app.add_plugins(target_ui::plugin);
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app.add_plugins(marker::plugin);
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@@ -71,65 +75,66 @@ 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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mut player_aim: Query<(Entity, &AimState, &mut AimTarget, &Children), 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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for (player, state, mut aim_target, children) in player_aim.iter_mut() {
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assert_eq!(
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children.len(),
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1,
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"expected player to have one direct child"
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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 (player_pos, player_forward) = player_rot
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.get(*children.first().unwrap())
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.map(|(t, global)| (global.translation(), t.forward()))
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.unwrap();
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let mut new_target = None;
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let mut target_distance = f32::MAX;
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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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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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new_target = Some(e);
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target_distance = distance;
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}
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}
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let delta = player_pos - t.translation;
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if let Some(e) = &aim_target.0
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&& commands.get_entity(*e).is_err()
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{
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aim_target.0 = None;
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return;
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}
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let distance = delta.length();
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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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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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aim_target.0 = new_target;
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if let Some(e) = &aim_target.0
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&& commands.get_entity(*e).is_err()
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{
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aim_target.0 = None;
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return;
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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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}
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