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

@@ -1,13 +1,7 @@
use super::{Projectile, TriggerGun};
use crate::{
GameState,
aim::AimState,
billboards::Billboard,
loading_assets::GameAssets,
physics_layers::GameLayer,
player::{Player, PlayerRig},
sounds::PlaySound,
utils::sprite_3d_animation::AnimationTimer,
GameState, billboards::Billboard, loading_assets::GameAssets, physics_layers::GameLayer,
sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer,
};
use avian3d::prelude::{
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(
trigger: Trigger<TriggerGun>,
mut commands: Commands,
aim: Res<AimState>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
query_transform: Query<&Transform>,
time: Res<Time>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>,
@@ -62,8 +55,8 @@ fn on_trigger_state(
commands.trigger(PlaySound::Gun);
let rotation = if let Some(target) = aim.target {
let t = target_transform
let rotation = if let Some(target) = state.target {
let t = query_transform
.get(target)
.expect("target must have transform");
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.)),
CollisionLayers::new(
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,
Visibility::default(),

View File

@@ -3,8 +3,10 @@ mod thrown;
use crate::{
GameState,
aim::AimTarget,
heads::ActiveHeads,
hitpoints::Hit,
physics_layers::GameLayer,
player::{Player, PlayerRig},
sounds::PlaySound,
tb_entities::EnemySpawn,
@@ -35,16 +37,36 @@ pub enum HeadAbility {
}
#[derive(Debug, Reflect, Clone, Copy)]
pub struct PlayerTriggerState {
pub struct TriggerData {
target: Option<Entity>,
dir: Dir3,
rot: Quat,
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)]
pub struct TriggerGun(pub PlayerTriggerState);
pub struct TriggerGun(pub TriggerData);
#[derive(Event, Reflect)]
pub struct TriggerThrow(pub PlayerTriggerState);
pub struct TriggerThrow(pub TriggerData);
pub fn plugin(app: &mut App) {
app.add_plugins(gun::plugin);
@@ -84,7 +106,7 @@ fn on_trigger_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
player_rot: Query<&Transform, With<PlayerRig>>,
player_transform: Query<&Transform, With<Player>>,
player_query: Query<(&Transform, &AimTarget), With<Player>>,
mut active_heads: ResMut<ActiveHeads>,
time: Res<Time>,
) {
@@ -98,7 +120,7 @@ fn on_trigger_state(
return;
}
let Some(transform) = player_transform.iter().next().copied() else {
let Some((transform, target)) = player_query.iter().next() else {
return;
};
@@ -106,10 +128,12 @@ fn on_trigger_state(
return;
};
let trigger_state = PlayerTriggerState {
let trigger_state = TriggerData {
dir,
rot,
pos: transform.translation,
target: target.0,
target_layer: GameLayer::Npc,
};
active_heads.use_ammo(time.elapsed_secs());

View File

@@ -1,14 +1,7 @@
use super::TriggerThrow;
use crate::{
GameState,
aim::AimState,
billboards::Billboard,
hitpoints::Hit,
loading_assets::GameAssets,
physics_layers::GameLayer,
player::{Player, PlayerRig},
sounds::PlaySound,
utils::sprite_3d_animation::AnimationTimer,
GameState, billboards::Billboard, hitpoints::Hit, loading_assets::GameAssets,
physics_layers::GameLayer, sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer,
};
use avian3d::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(
trigger: Trigger<TriggerThrow>,
mut commands: Commands,
aim: Res<AimState>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
query_transform: Query<&Transform>,
assets: Res<GameAssets>,
) {
let state = trigger.event().0;
@@ -95,8 +87,8 @@ fn on_trigger_state(
const SPEED: f32 = 35.;
let vel = if let Some(target) = aim.target {
let t = target_transform
let vel = if let Some(target) = state.target {
let t = query_transform
.get(target)
.expect("target must have transform");
@@ -122,7 +114,7 @@ fn on_trigger_state(
Collider::sphere(0.5),
CollisionLayers::new(
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,
Mass(0.01),

45
src/ai/mod.rs Normal file
View 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
View 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);
}

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 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);
}
state.target = new_target;
}
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;
}
}
}
@@ -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.);
}
}

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@@ -1,7 +1,7 @@
use super::AimState;
use super::AimTarget;
use crate::{
GameState, backpack::UiHeadState, heads::HeadsImages, hitpoints::Hitpoints,
loading_assets::UIAssets, npc::NpcHead,
loading_assets::UIAssets, npc::Npc, player::Player,
};
use bevy::prelude::*;
@@ -141,14 +141,14 @@ fn update(
fn sync(
mut target: ResMut<TargetUi>,
aim: Res<AimState>,
target_data: Query<(&Hitpoints, &NpcHead)>,
player_target: Query<&AimTarget, With<Player>>,
target_data: Query<(&Hitpoints, &Npc)>,
) {
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) {
new_state = Some(UiHeadState {
head: head.0,
head: head.head,
health: hp.health(),
ammo: 1.,
reloading: None,

View File

@@ -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
}

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@@ -1,4 +1,5 @@
mod abilities;
mod ai;
mod aim;
mod alien;
mod backpack;
@@ -119,6 +120,7 @@ fn main() {
// });
}
app.add_plugins(ai::plugin);
app.add_plugins(alien::plugin);
app.add_plugins(cash::plugin);
app.add_plugins(player::plugin);

View File

@@ -1,6 +1,7 @@
use crate::{
GameState,
heads::HEAD_COUNT,
ai::Ai,
heads::{HEAD_COUNT, HeadState},
hitpoints::{Hitpoints, Kill},
keys::KeySpawn,
player::head_id_to_str,
@@ -9,8 +10,9 @@ use crate::{
use bevy::prelude::*;
use std::collections::HashMap;
#[derive(Component)]
pub struct NpcHead(pub usize);
#[derive(Component, Reflect, Deref, DerefMut)]
#[reflect(Component)]
pub struct Npc(HeadState);
pub fn plugin(app: &mut App) {
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];
commands
.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);
}
}

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@@ -1,6 +1,7 @@
use avian3d::prelude::PhysicsLayer;
use bevy::reflect::Reflect;
#[derive(PhysicsLayer, Clone, Copy, Debug, Default)]
#[derive(PhysicsLayer, Clone, Copy, Debug, Default, Reflect)]
pub enum GameLayer {
#[default]
Level,