Simple ai shooting PoC (#23)
This commit is contained in:
@@ -1,13 +1,7 @@
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use super::{Projectile, TriggerGun};
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use crate::{
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GameState,
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aim::AimState,
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billboards::Billboard,
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loading_assets::GameAssets,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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sounds::PlaySound,
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utils::sprite_3d_animation::AnimationTimer,
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GameState, billboards::Billboard, loading_assets::GameAssets, physics_layers::GameLayer,
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sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer,
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};
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use avian3d::prelude::{
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Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
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@@ -52,8 +46,7 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
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fn on_trigger_state(
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trigger: Trigger<TriggerGun>,
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mut commands: Commands,
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aim: Res<AimState>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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query_transform: Query<&Transform>,
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time: Res<Time>,
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mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
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mut polylines: ResMut<Assets<Polyline>>,
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@@ -62,8 +55,8 @@ fn on_trigger_state(
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commands.trigger(PlaySound::Gun);
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let rotation = if let Some(target) = aim.target {
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let t = target_transform
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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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@@ -86,7 +79,7 @@ fn on_trigger_state(
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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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Visibility::default(),
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@@ -3,8 +3,10 @@ mod thrown;
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use crate::{
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GameState,
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aim::AimTarget,
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heads::ActiveHeads,
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hitpoints::Hit,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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sounds::PlaySound,
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tb_entities::EnemySpawn,
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@@ -35,16 +37,36 @@ pub enum HeadAbility {
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}
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#[derive(Debug, Reflect, Clone, Copy)]
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pub struct PlayerTriggerState {
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pub struct TriggerData {
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target: Option<Entity>,
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dir: Dir3,
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rot: Quat,
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pos: Vec3,
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target_layer: GameLayer,
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}
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impl TriggerData {
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pub fn new(
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target: Option<Entity>,
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dir: Dir3,
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rot: Quat,
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pos: Vec3,
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target_layer: GameLayer,
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) -> Self {
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Self {
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target,
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dir,
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rot,
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pos,
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target_layer,
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}
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}
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}
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#[derive(Event, Reflect)]
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pub struct TriggerGun(pub PlayerTriggerState);
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pub struct TriggerGun(pub TriggerData);
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#[derive(Event, Reflect)]
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pub struct TriggerThrow(pub PlayerTriggerState);
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pub struct TriggerThrow(pub TriggerData);
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pub fn plugin(app: &mut App) {
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app.add_plugins(gun::plugin);
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@@ -84,7 +106,7 @@ fn on_trigger_state(
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trigger: Trigger<TriggerState>,
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mut commands: Commands,
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player_rot: Query<&Transform, With<PlayerRig>>,
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player_transform: Query<&Transform, With<Player>>,
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player_query: Query<(&Transform, &AimTarget), With<Player>>,
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mut active_heads: ResMut<ActiveHeads>,
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time: Res<Time>,
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) {
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@@ -98,7 +120,7 @@ fn on_trigger_state(
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return;
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}
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let Some(transform) = player_transform.iter().next().copied() else {
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let Some((transform, target)) = player_query.iter().next() else {
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return;
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};
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@@ -106,10 +128,12 @@ fn on_trigger_state(
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return;
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};
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let trigger_state = PlayerTriggerState {
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let trigger_state = TriggerData {
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dir,
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rot,
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pos: transform.translation,
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target: target.0,
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target_layer: GameLayer::Npc,
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};
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active_heads.use_ammo(time.elapsed_secs());
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@@ -1,14 +1,7 @@
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use super::TriggerThrow;
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use crate::{
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GameState,
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aim::AimState,
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billboards::Billboard,
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hitpoints::Hit,
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loading_assets::GameAssets,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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sounds::PlaySound,
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utils::sprite_3d_animation::AnimationTimer,
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GameState, billboards::Billboard, hitpoints::Hit, loading_assets::GameAssets,
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physics_layers::GameLayer, sounds::PlaySound, 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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@@ -85,8 +78,7 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
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fn on_trigger_state(
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trigger: Trigger<TriggerThrow>,
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mut commands: Commands,
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aim: Res<AimState>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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query_transform: Query<&Transform>,
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assets: Res<GameAssets>,
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) {
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let state = trigger.event().0;
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@@ -95,8 +87,8 @@ fn on_trigger_state(
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const SPEED: f32 = 35.;
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let vel = if let Some(target) = aim.target {
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let t = target_transform
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let vel = 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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@@ -122,7 +114,7 @@ fn on_trigger_state(
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Collider::sphere(0.5),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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RigidBody::Dynamic,
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Mass(0.01),
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