Simple ai shooting PoC (#23)
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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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