Simple ai shooting PoC (#23)
This commit is contained in:
@@ -1,13 +1,7 @@
|
|||||||
use super::{Projectile, TriggerGun};
|
use super::{Projectile, TriggerGun};
|
||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState, billboards::Billboard, loading_assets::GameAssets, physics_layers::GameLayer,
|
||||||
aim::AimState,
|
sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer,
|
||||||
billboards::Billboard,
|
|
||||||
loading_assets::GameAssets,
|
|
||||||
physics_layers::GameLayer,
|
|
||||||
player::{Player, PlayerRig},
|
|
||||||
sounds::PlaySound,
|
|
||||||
utils::sprite_3d_animation::AnimationTimer,
|
|
||||||
};
|
};
|
||||||
use avian3d::prelude::{
|
use avian3d::prelude::{
|
||||||
Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
|
Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
|
||||||
@@ -52,8 +46,7 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
|
|||||||
fn on_trigger_state(
|
fn on_trigger_state(
|
||||||
trigger: Trigger<TriggerGun>,
|
trigger: Trigger<TriggerGun>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
aim: Res<AimState>,
|
query_transform: Query<&Transform>,
|
||||||
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
|
|
||||||
time: Res<Time>,
|
time: Res<Time>,
|
||||||
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
|
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
|
||||||
mut polylines: ResMut<Assets<Polyline>>,
|
mut polylines: ResMut<Assets<Polyline>>,
|
||||||
@@ -62,8 +55,8 @@ fn on_trigger_state(
|
|||||||
|
|
||||||
commands.trigger(PlaySound::Gun);
|
commands.trigger(PlaySound::Gun);
|
||||||
|
|
||||||
let rotation = if let Some(target) = aim.target {
|
let rotation = if let Some(target) = state.target {
|
||||||
let t = target_transform
|
let t = query_transform
|
||||||
.get(target)
|
.get(target)
|
||||||
.expect("target must have transform");
|
.expect("target must have transform");
|
||||||
Transform::from_translation(state.pos)
|
Transform::from_translation(state.pos)
|
||||||
@@ -86,7 +79,7 @@ fn on_trigger_state(
|
|||||||
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
|
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
|
||||||
CollisionLayers::new(
|
CollisionLayers::new(
|
||||||
LayerMask(GameLayer::Projectile.to_bits()),
|
LayerMask(GameLayer::Projectile.to_bits()),
|
||||||
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
|
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
|
||||||
),
|
),
|
||||||
Sensor,
|
Sensor,
|
||||||
Visibility::default(),
|
Visibility::default(),
|
||||||
|
|||||||
@@ -3,8 +3,10 @@ mod thrown;
|
|||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState,
|
||||||
|
aim::AimTarget,
|
||||||
heads::ActiveHeads,
|
heads::ActiveHeads,
|
||||||
hitpoints::Hit,
|
hitpoints::Hit,
|
||||||
|
physics_layers::GameLayer,
|
||||||
player::{Player, PlayerRig},
|
player::{Player, PlayerRig},
|
||||||
sounds::PlaySound,
|
sounds::PlaySound,
|
||||||
tb_entities::EnemySpawn,
|
tb_entities::EnemySpawn,
|
||||||
@@ -35,16 +37,36 @@ pub enum HeadAbility {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug, Reflect, Clone, Copy)]
|
#[derive(Debug, Reflect, Clone, Copy)]
|
||||||
pub struct PlayerTriggerState {
|
pub struct TriggerData {
|
||||||
|
target: Option<Entity>,
|
||||||
dir: Dir3,
|
dir: Dir3,
|
||||||
rot: Quat,
|
rot: Quat,
|
||||||
pos: Vec3,
|
pos: Vec3,
|
||||||
|
target_layer: GameLayer,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl TriggerData {
|
||||||
|
pub fn new(
|
||||||
|
target: Option<Entity>,
|
||||||
|
dir: Dir3,
|
||||||
|
rot: Quat,
|
||||||
|
pos: Vec3,
|
||||||
|
target_layer: GameLayer,
|
||||||
|
) -> Self {
|
||||||
|
Self {
|
||||||
|
target,
|
||||||
|
dir,
|
||||||
|
rot,
|
||||||
|
pos,
|
||||||
|
target_layer,
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Event, Reflect)]
|
#[derive(Event, Reflect)]
|
||||||
pub struct TriggerGun(pub PlayerTriggerState);
|
pub struct TriggerGun(pub TriggerData);
|
||||||
#[derive(Event, Reflect)]
|
#[derive(Event, Reflect)]
|
||||||
pub struct TriggerThrow(pub PlayerTriggerState);
|
pub struct TriggerThrow(pub TriggerData);
|
||||||
|
|
||||||
pub fn plugin(app: &mut App) {
|
pub fn plugin(app: &mut App) {
|
||||||
app.add_plugins(gun::plugin);
|
app.add_plugins(gun::plugin);
|
||||||
@@ -84,7 +106,7 @@ fn on_trigger_state(
|
|||||||
trigger: Trigger<TriggerState>,
|
trigger: Trigger<TriggerState>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
player_rot: Query<&Transform, With<PlayerRig>>,
|
player_rot: Query<&Transform, With<PlayerRig>>,
|
||||||
player_transform: Query<&Transform, With<Player>>,
|
player_query: Query<(&Transform, &AimTarget), With<Player>>,
|
||||||
mut active_heads: ResMut<ActiveHeads>,
|
mut active_heads: ResMut<ActiveHeads>,
|
||||||
time: Res<Time>,
|
time: Res<Time>,
|
||||||
) {
|
) {
|
||||||
@@ -98,7 +120,7 @@ fn on_trigger_state(
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let Some(transform) = player_transform.iter().next().copied() else {
|
let Some((transform, target)) = player_query.iter().next() else {
|
||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -106,10 +128,12 @@ fn on_trigger_state(
|
|||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
|
|
||||||
let trigger_state = PlayerTriggerState {
|
let trigger_state = TriggerData {
|
||||||
dir,
|
dir,
|
||||||
rot,
|
rot,
|
||||||
pos: transform.translation,
|
pos: transform.translation,
|
||||||
|
target: target.0,
|
||||||
|
target_layer: GameLayer::Npc,
|
||||||
};
|
};
|
||||||
|
|
||||||
active_heads.use_ammo(time.elapsed_secs());
|
active_heads.use_ammo(time.elapsed_secs());
|
||||||
|
|||||||
@@ -1,14 +1,7 @@
|
|||||||
use super::TriggerThrow;
|
use super::TriggerThrow;
|
||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState, billboards::Billboard, hitpoints::Hit, loading_assets::GameAssets,
|
||||||
aim::AimState,
|
physics_layers::GameLayer, sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer,
|
||||||
billboards::Billboard,
|
|
||||||
hitpoints::Hit,
|
|
||||||
loading_assets::GameAssets,
|
|
||||||
physics_layers::GameLayer,
|
|
||||||
player::{Player, PlayerRig},
|
|
||||||
sounds::PlaySound,
|
|
||||||
utils::sprite_3d_animation::AnimationTimer,
|
|
||||||
};
|
};
|
||||||
use avian3d::prelude::*;
|
use avian3d::prelude::*;
|
||||||
use bevy::{pbr::NotShadowCaster, prelude::*};
|
use bevy::{pbr::NotShadowCaster, prelude::*};
|
||||||
@@ -85,8 +78,7 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
|
|||||||
fn on_trigger_state(
|
fn on_trigger_state(
|
||||||
trigger: Trigger<TriggerThrow>,
|
trigger: Trigger<TriggerThrow>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
aim: Res<AimState>,
|
query_transform: Query<&Transform>,
|
||||||
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
|
|
||||||
assets: Res<GameAssets>,
|
assets: Res<GameAssets>,
|
||||||
) {
|
) {
|
||||||
let state = trigger.event().0;
|
let state = trigger.event().0;
|
||||||
@@ -95,8 +87,8 @@ fn on_trigger_state(
|
|||||||
|
|
||||||
const SPEED: f32 = 35.;
|
const SPEED: f32 = 35.;
|
||||||
|
|
||||||
let vel = if let Some(target) = aim.target {
|
let vel = if let Some(target) = state.target {
|
||||||
let t = target_transform
|
let t = query_transform
|
||||||
.get(target)
|
.get(target)
|
||||||
.expect("target must have transform");
|
.expect("target must have transform");
|
||||||
|
|
||||||
@@ -122,7 +114,7 @@ fn on_trigger_state(
|
|||||||
Collider::sphere(0.5),
|
Collider::sphere(0.5),
|
||||||
CollisionLayers::new(
|
CollisionLayers::new(
|
||||||
LayerMask(GameLayer::Projectile.to_bits()),
|
LayerMask(GameLayer::Projectile.to_bits()),
|
||||||
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
|
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
|
||||||
),
|
),
|
||||||
RigidBody::Dynamic,
|
RigidBody::Dynamic,
|
||||||
Mass(0.01),
|
Mass(0.01),
|
||||||
|
|||||||
45
src/ai/mod.rs
Normal file
45
src/ai/mod.rs
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
use crate::{
|
||||||
|
GameState,
|
||||||
|
abilities::{TriggerData, TriggerThrow},
|
||||||
|
aim::AimTarget,
|
||||||
|
npc::Npc,
|
||||||
|
};
|
||||||
|
|
||||||
|
#[derive(Component, Reflect)]
|
||||||
|
#[reflect(Component)]
|
||||||
|
pub struct Ai;
|
||||||
|
|
||||||
|
pub fn plugin(app: &mut App) {
|
||||||
|
app.add_systems(Update, update.run_if(in_state(GameState::Playing)));
|
||||||
|
}
|
||||||
|
|
||||||
|
fn update(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut query: Query<(&mut Npc, &AimTarget, &Transform), With<Ai>>,
|
||||||
|
time: Res<Time>,
|
||||||
|
) {
|
||||||
|
for (mut npc, target, t) in query.iter_mut() {
|
||||||
|
if target.0.is_none() {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
let can_shoot_again = npc.last_use + 1. < time.elapsed_secs();
|
||||||
|
|
||||||
|
if can_shoot_again && npc.has_ammo() {
|
||||||
|
npc.last_use = time.elapsed_secs();
|
||||||
|
npc.ammo -= 1;
|
||||||
|
|
||||||
|
let dir = t.forward();
|
||||||
|
|
||||||
|
commands.trigger(TriggerThrow(TriggerData::new(
|
||||||
|
target.0,
|
||||||
|
dir,
|
||||||
|
t.rotation,
|
||||||
|
t.translation,
|
||||||
|
crate::physics_layers::GameLayer::Player,
|
||||||
|
)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
60
src/aim/marker.rs
Normal file
60
src/aim/marker.rs
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
use crate::{GameState, loading_assets::UIAssets, utils::billboards::Billboard};
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
||||||
|
use ops::sin;
|
||||||
|
|
||||||
|
#[derive(Component, Reflect)]
|
||||||
|
#[reflect(Component)]
|
||||||
|
struct TargetMarker;
|
||||||
|
|
||||||
|
#[derive(Event)]
|
||||||
|
pub enum MarkerEvent {
|
||||||
|
Spawn(Entity),
|
||||||
|
Despawn,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn plugin(app: &mut App) {
|
||||||
|
app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
|
||||||
|
app.add_observer(marker_event);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn move_marker(mut query: Query<&mut Transform, With<TargetMarker>>, time: Res<Time>) {
|
||||||
|
for mut transform in query.iter_mut() {
|
||||||
|
transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn marker_event(
|
||||||
|
trigger: Trigger<MarkerEvent>,
|
||||||
|
mut commands: Commands,
|
||||||
|
assets: Res<UIAssets>,
|
||||||
|
mut sprite_params: Sprite3dParams,
|
||||||
|
marker: Query<Entity, With<TargetMarker>>,
|
||||||
|
) {
|
||||||
|
for m in marker.iter() {
|
||||||
|
commands.entity(m).despawn_recursive();
|
||||||
|
}
|
||||||
|
|
||||||
|
let MarkerEvent::Spawn(target) = trigger.event() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
let id = commands
|
||||||
|
.spawn((
|
||||||
|
Name::new("aim-marker"),
|
||||||
|
Billboard,
|
||||||
|
TargetMarker,
|
||||||
|
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);
|
||||||
|
}
|
||||||
165
src/aim/mod.rs
165
src/aim/mod.rs
@@ -1,114 +1,87 @@
|
|||||||
|
mod marker;
|
||||||
mod target_ui;
|
mod target_ui;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState,
|
||||||
billboards::Billboard,
|
|
||||||
loading_assets::UIAssets,
|
|
||||||
physics_layers::GameLayer,
|
physics_layers::GameLayer,
|
||||||
player::{Player, PlayerRig},
|
player::{Player, PlayerRig},
|
||||||
tb_entities::EnemySpawn,
|
tb_entities::EnemySpawn,
|
||||||
};
|
};
|
||||||
use avian3d::prelude::*;
|
use avian3d::prelude::*;
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
use marker::MarkerEvent;
|
||||||
use ops::sin;
|
|
||||||
use std::f32::consts::PI;
|
use std::f32::consts::PI;
|
||||||
|
|
||||||
#[derive(Resource, Reflect)]
|
#[derive(Component, Reflect, Default, Deref)]
|
||||||
#[reflect(Resource)]
|
#[reflect(Component)]
|
||||||
|
pub struct AimTarget(pub Option<Entity>);
|
||||||
|
|
||||||
|
#[derive(Component, Reflect)]
|
||||||
|
#[reflect(Component)]
|
||||||
|
#[require(AimTarget)]
|
||||||
pub struct AimState {
|
pub struct AimState {
|
||||||
pub target: Option<Entity>,
|
|
||||||
pub range: f32,
|
pub range: f32,
|
||||||
pub max_angle: f32,
|
pub max_angle: f32,
|
||||||
|
pub spawn_marker: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for AimState {
|
impl Default for AimState {
|
||||||
fn default() -> Self {
|
fn default() -> Self {
|
||||||
Self {
|
Self {
|
||||||
target: None,
|
|
||||||
range: 80.,
|
range: 80.,
|
||||||
max_angle: PI / 8.,
|
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) {
|
pub fn plugin(app: &mut App) {
|
||||||
app.init_resource::<AimState>();
|
|
||||||
|
|
||||||
app.add_plugins(target_ui::plugin);
|
app.add_plugins(target_ui::plugin);
|
||||||
|
app.add_plugins(marker::plugin);
|
||||||
|
|
||||||
app.add_systems(
|
app.add_systems(
|
||||||
Update,
|
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(
|
fn add_aim(
|
||||||
trigger: Trigger<MarkerEvent>,
|
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
assets: Res<UIAssets>,
|
query: Query<Entity, Added<Player>>,
|
||||||
mut sprite_params: Sprite3dParams,
|
query2: Query<Entity, Added<EnemySpawn>>,
|
||||||
marker: Query<Entity, With<Marker>>,
|
|
||||||
) {
|
) {
|
||||||
for m in marker.iter() {
|
for e in query.iter() {
|
||||||
commands.entity(m).despawn_recursive();
|
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 commands: Commands,
|
||||||
mut state: ResMut<AimState>,
|
potential_targets: Query<(Entity, &Transform), With<EnemySpawn>>,
|
||||||
query: Query<(Entity, &Transform), With<EnemySpawn>>,
|
player_rot: Query<(&Transform, &GlobalTransform), With<PlayerRig>>,
|
||||||
player_pos: Query<&Transform, With<Player>>,
|
mut player_aim: Query<(&AimState, &mut AimTarget), With<Player>>,
|
||||||
player_rot: Query<&Transform, With<PlayerRig>>,
|
|
||||||
spatial_query: SpatialQuery,
|
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;
|
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;
|
return;
|
||||||
};
|
};
|
||||||
|
|
||||||
let mut new_target = None;
|
let mut new_target = None;
|
||||||
let mut target_distance = f32::MAX;
|
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 delta = player_pos - t.translation;
|
||||||
|
|
||||||
let distance = delta.length();
|
let distance = delta.length();
|
||||||
@@ -129,20 +102,68 @@ fn update(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(e) = state.target {
|
if let Some(e) = &aim_target.0 {
|
||||||
if commands.get_entity(e).is_none() {
|
if commands.get_entity(*e).is_none() {
|
||||||
state.target = None;
|
aim_target.0 = None;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if new_target != state.target {
|
if new_target != aim_target.0 {
|
||||||
if let Some(target) = new_target {
|
if state.spawn_marker {
|
||||||
commands.trigger(MarkerEvent::Spawn(target));
|
if let Some(target) = new_target {
|
||||||
} else {
|
commands.trigger(MarkerEvent::Spawn(target));
|
||||||
commands.trigger(MarkerEvent::Despawn);
|
} 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
|
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.);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
use super::AimState;
|
use super::AimTarget;
|
||||||
use crate::{
|
use crate::{
|
||||||
GameState, backpack::UiHeadState, heads::HeadsImages, hitpoints::Hitpoints,
|
GameState, backpack::UiHeadState, heads::HeadsImages, hitpoints::Hitpoints,
|
||||||
loading_assets::UIAssets, npc::NpcHead,
|
loading_assets::UIAssets, npc::Npc, player::Player,
|
||||||
};
|
};
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
@@ -141,14 +141,14 @@ fn update(
|
|||||||
|
|
||||||
fn sync(
|
fn sync(
|
||||||
mut target: ResMut<TargetUi>,
|
mut target: ResMut<TargetUi>,
|
||||||
aim: Res<AimState>,
|
player_target: Query<&AimTarget, With<Player>>,
|
||||||
target_data: Query<(&Hitpoints, &NpcHead)>,
|
target_data: Query<(&Hitpoints, &Npc)>,
|
||||||
) {
|
) {
|
||||||
let mut new_state = None;
|
let mut new_state = None;
|
||||||
if let Some(e) = aim.target {
|
if let Some(e) = player_target.iter().next().and_then(|target| target.0) {
|
||||||
if let Ok((hp, head)) = target_data.get(e) {
|
if let Ok((hp, head)) = target_data.get(e) {
|
||||||
new_state = Some(UiHeadState {
|
new_state = Some(UiHeadState {
|
||||||
head: head.0,
|
head: head.head,
|
||||||
health: hp.health(),
|
health: hp.health(),
|
||||||
ammo: 1.,
|
ammo: 1.,
|
||||||
reloading: None,
|
reloading: None,
|
||||||
|
|||||||
@@ -44,7 +44,7 @@ impl HeadState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn with_ability(mut self, ability: HeadAbility) -> Self {
|
pub fn with_ability(mut self, ability: HeadAbility) -> Self {
|
||||||
self.ability = ability;
|
self.ability = ability;
|
||||||
self
|
self
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
mod abilities;
|
mod abilities;
|
||||||
|
mod ai;
|
||||||
mod aim;
|
mod aim;
|
||||||
mod alien;
|
mod alien;
|
||||||
mod backpack;
|
mod backpack;
|
||||||
@@ -119,6 +120,7 @@ fn main() {
|
|||||||
// });
|
// });
|
||||||
}
|
}
|
||||||
|
|
||||||
|
app.add_plugins(ai::plugin);
|
||||||
app.add_plugins(alien::plugin);
|
app.add_plugins(alien::plugin);
|
||||||
app.add_plugins(cash::plugin);
|
app.add_plugins(cash::plugin);
|
||||||
app.add_plugins(player::plugin);
|
app.add_plugins(player::plugin);
|
||||||
|
|||||||
14
src/npc.rs
14
src/npc.rs
@@ -1,6 +1,7 @@
|
|||||||
use crate::{
|
use crate::{
|
||||||
GameState,
|
GameState,
|
||||||
heads::HEAD_COUNT,
|
ai::Ai,
|
||||||
|
heads::{HEAD_COUNT, HeadState},
|
||||||
hitpoints::{Hitpoints, Kill},
|
hitpoints::{Hitpoints, Kill},
|
||||||
keys::KeySpawn,
|
keys::KeySpawn,
|
||||||
player::head_id_to_str,
|
player::head_id_to_str,
|
||||||
@@ -9,8 +10,9 @@ use crate::{
|
|||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component, Reflect, Deref, DerefMut)]
|
||||||
pub struct NpcHead(pub usize);
|
#[reflect(Component)]
|
||||||
|
pub struct Npc(HeadState);
|
||||||
|
|
||||||
pub fn plugin(app: &mut App) {
|
pub fn plugin(app: &mut App) {
|
||||||
app.add_systems(OnEnter(GameState::Playing), init);
|
app.add_systems(OnEnter(GameState::Playing), init);
|
||||||
@@ -25,7 +27,11 @@ fn init(mut commands: Commands, query: Query<(Entity, &EnemySpawn)>) {
|
|||||||
let id = names[&spawn.head];
|
let id = names[&spawn.head];
|
||||||
commands
|
commands
|
||||||
.entity(e)
|
.entity(e)
|
||||||
.insert((Hitpoints::new(100), NpcHead(id)))
|
.insert((
|
||||||
|
Hitpoints::new(100),
|
||||||
|
Npc(HeadState::new(id, 10).with_ability(crate::abilities::HeadAbility::Thrown)),
|
||||||
|
Ai,
|
||||||
|
))
|
||||||
.observe(on_kill);
|
.observe(on_kill);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
use avian3d::prelude::PhysicsLayer;
|
use avian3d::prelude::PhysicsLayer;
|
||||||
|
use bevy::reflect::Reflect;
|
||||||
|
|
||||||
#[derive(PhysicsLayer, Clone, Copy, Debug, Default)]
|
#[derive(PhysicsLayer, Clone, Copy, Debug, Default, Reflect)]
|
||||||
pub enum GameLayer {
|
pub enum GameLayer {
|
||||||
#[default]
|
#[default]
|
||||||
Level,
|
Level,
|
||||||
|
|||||||
Reference in New Issue
Block a user