Simple ai shooting PoC (#23)

This commit is contained in:
extrawurst
2025-04-04 23:00:15 +02:00
committed by GitHub
parent 145c30663e
commit e49373061e
11 changed files with 258 additions and 120 deletions

View File

@@ -1,114 +1,87 @@
mod marker;
mod target_ui;
use crate::{
GameState,
billboards::Billboard,
loading_assets::UIAssets,
physics_layers::GameLayer,
player::{Player, PlayerRig},
tb_entities::EnemySpawn,
};
use avian3d::prelude::*;
use bevy::prelude::*;
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use ops::sin;
use marker::MarkerEvent;
use std::f32::consts::PI;
#[derive(Resource, Reflect)]
#[reflect(Resource)]
#[derive(Component, Reflect, Default, Deref)]
#[reflect(Component)]
pub struct AimTarget(pub Option<Entity>);
#[derive(Component, Reflect)]
#[reflect(Component)]
#[require(AimTarget)]
pub struct AimState {
pub target: Option<Entity>,
pub range: f32,
pub max_angle: f32,
pub spawn_marker: bool,
}
impl Default for AimState {
fn default() -> Self {
Self {
target: None,
range: 80.,
max_angle: PI / 8.,
spawn_marker: true,
}
}
}
#[derive(Component, Reflect)]
#[reflect(Component)]
struct Marker;
#[derive(Event)]
enum MarkerEvent {
Spawn(Entity),
Despawn,
}
pub fn plugin(app: &mut App) {
app.init_resource::<AimState>();
app.add_plugins(target_ui::plugin);
app.add_plugins(marker::plugin);
app.add_systems(
Update,
(update, move_marker).run_if(in_state(GameState::Playing)),
(update_player_aim, update_npc_aim).run_if(in_state(GameState::Playing)),
);
app.add_observer(marker_event);
app.add_systems(Update, add_aim.run_if(in_state(GameState::Playing)));
}
fn marker_event(
trigger: Trigger<MarkerEvent>,
fn add_aim(
mut commands: Commands,
assets: Res<UIAssets>,
mut sprite_params: Sprite3dParams,
marker: Query<Entity, With<Marker>>,
query: Query<Entity, Added<Player>>,
query2: Query<Entity, Added<EnemySpawn>>,
) {
for m in marker.iter() {
commands.entity(m).despawn_recursive();
for e in query.iter() {
commands.entity(e).insert(AimState::default());
}
for e in query2.iter() {
commands.entity(e).insert(AimState::default());
}
let MarkerEvent::Spawn(target) = trigger.event() else {
return;
};
let id = commands
.spawn((
Name::new("aim-marker"),
Billboard,
Marker,
Transform::default(),
Sprite3dBuilder {
image: assets.head_selector.clone(),
pixels_per_metre: 30.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle(&mut sprite_params),
))
.id();
commands.entity(*target).add_child(id);
}
fn update(
fn update_player_aim(
mut commands: Commands,
mut state: ResMut<AimState>,
query: Query<(Entity, &Transform), With<EnemySpawn>>,
player_pos: Query<&Transform, With<Player>>,
player_rot: Query<&Transform, With<PlayerRig>>,
potential_targets: Query<(Entity, &Transform), With<EnemySpawn>>,
player_rot: Query<(&Transform, &GlobalTransform), With<PlayerRig>>,
mut player_aim: Query<(&AimState, &mut AimTarget), With<Player>>,
spatial_query: SpatialQuery,
) {
let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
let Some((state, mut aim_target)) = player_aim.iter_mut().next() else {
return;
};
let Some(player_forward) = player_rot.iter().next().map(|t| t.forward()) else {
let Some((player_pos, player_forward)) = player_rot
.iter()
.next()
.map(|(t, global)| (global.translation(), t.forward()))
else {
return;
};
let mut new_target = None;
let mut target_distance = f32::MAX;
for (e, t) in query.iter() {
for (e, t) in potential_targets.iter() {
let delta = player_pos - t.translation;
let distance = delta.length();
@@ -129,20 +102,68 @@ fn update(
}
}
if let Some(e) = state.target {
if commands.get_entity(e).is_none() {
state.target = None;
if let Some(e) = &aim_target.0 {
if commands.get_entity(*e).is_none() {
aim_target.0 = None;
return;
}
}
if new_target != state.target {
if let Some(target) = new_target {
commands.trigger(MarkerEvent::Spawn(target));
} else {
commands.trigger(MarkerEvent::Despawn);
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 = pos - t.translation;
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 {
if commands.get_entity(*e).is_none() {
aim_target.0 = None;
return;
}
}
if new_target != aim_target.0 {
aim_target.0 = new_target;
}
state.target = new_target;
}
}
@@ -171,9 +192,3 @@ fn line_of_sight(
true
}
fn move_marker(mut query: Query<&mut Transform, With<Marker>>, time: Res<Time>) {
for mut transform in query.iter_mut() {
transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
}
}