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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45
src/ai/mod.rs
Normal file
45
src/ai/mod.rs
Normal file
@@ -0,0 +1,45 @@
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use bevy::prelude::*;
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use crate::{
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GameState,
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abilities::{TriggerData, TriggerThrow},
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aim::AimTarget,
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npc::Npc,
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};
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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pub struct Ai;
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, update.run_if(in_state(GameState::Playing)));
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}
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fn update(
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mut commands: Commands,
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mut query: Query<(&mut Npc, &AimTarget, &Transform), With<Ai>>,
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time: Res<Time>,
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) {
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for (mut npc, target, t) in query.iter_mut() {
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if target.0.is_none() {
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continue;
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}
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let can_shoot_again = npc.last_use + 1. < time.elapsed_secs();
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if can_shoot_again && npc.has_ammo() {
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npc.last_use = time.elapsed_secs();
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npc.ammo -= 1;
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let dir = t.forward();
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commands.trigger(TriggerThrow(TriggerData::new(
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target.0,
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dir,
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t.rotation,
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t.translation,
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crate::physics_layers::GameLayer::Player,
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)));
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}
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}
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}
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60
src/aim/marker.rs
Normal file
60
src/aim/marker.rs
Normal file
@@ -0,0 +1,60 @@
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use crate::{GameState, loading_assets::UIAssets, utils::billboards::Billboard};
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use bevy::prelude::*;
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use ops::sin;
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct TargetMarker;
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#[derive(Event)]
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pub enum MarkerEvent {
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Spawn(Entity),
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Despawn,
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
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app.add_observer(marker_event);
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}
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fn move_marker(mut query: Query<&mut Transform, With<TargetMarker>>, time: Res<Time>) {
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for mut transform in query.iter_mut() {
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transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
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}
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}
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fn marker_event(
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trigger: Trigger<MarkerEvent>,
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mut commands: Commands,
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assets: Res<UIAssets>,
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mut sprite_params: Sprite3dParams,
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marker: Query<Entity, With<TargetMarker>>,
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) {
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for m in marker.iter() {
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commands.entity(m).despawn_recursive();
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}
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let MarkerEvent::Spawn(target) = trigger.event() else {
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return;
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};
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let id = commands
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.spawn((
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Name::new("aim-marker"),
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Billboard,
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TargetMarker,
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Transform::default(),
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Sprite3dBuilder {
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image: assets.head_selector.clone(),
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pixels_per_metre: 30.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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}
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.bundle(&mut sprite_params),
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))
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.id();
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commands.entity(*target).add_child(id);
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}
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155
src/aim/mod.rs
155
src/aim/mod.rs
@@ -1,114 +1,87 @@
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mod marker;
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mod target_ui;
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use crate::{
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GameState,
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billboards::Billboard,
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loading_assets::UIAssets,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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tb_entities::EnemySpawn,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use ops::sin;
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use marker::MarkerEvent;
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use std::f32::consts::PI;
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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#[derive(Component, Reflect, Default, Deref)]
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#[reflect(Component)]
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pub struct AimTarget(pub Option<Entity>);
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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#[require(AimTarget)]
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pub struct AimState {
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pub target: Option<Entity>,
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pub range: f32,
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pub max_angle: f32,
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pub spawn_marker: bool,
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}
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impl Default for AimState {
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fn default() -> Self {
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Self {
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target: None,
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range: 80.,
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max_angle: PI / 8.,
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spawn_marker: true,
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}
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}
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}
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct Marker;
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#[derive(Event)]
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enum MarkerEvent {
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Spawn(Entity),
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Despawn,
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}
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pub fn plugin(app: &mut App) {
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app.init_resource::<AimState>();
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app.add_plugins(target_ui::plugin);
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app.add_plugins(marker::plugin);
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app.add_systems(
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Update,
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(update, move_marker).run_if(in_state(GameState::Playing)),
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(update_player_aim, update_npc_aim).run_if(in_state(GameState::Playing)),
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);
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app.add_observer(marker_event);
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app.add_systems(Update, add_aim.run_if(in_state(GameState::Playing)));
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}
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fn marker_event(
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trigger: Trigger<MarkerEvent>,
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fn add_aim(
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mut commands: Commands,
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assets: Res<UIAssets>,
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mut sprite_params: Sprite3dParams,
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marker: Query<Entity, With<Marker>>,
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query: Query<Entity, Added<Player>>,
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query2: Query<Entity, Added<EnemySpawn>>,
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) {
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for m in marker.iter() {
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commands.entity(m).despawn_recursive();
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for e in query.iter() {
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commands.entity(e).insert(AimState::default());
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}
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let MarkerEvent::Spawn(target) = trigger.event() else {
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return;
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};
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let id = commands
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.spawn((
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Name::new("aim-marker"),
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Billboard,
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Marker,
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Transform::default(),
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Sprite3dBuilder {
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image: assets.head_selector.clone(),
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pixels_per_metre: 30.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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for e in query2.iter() {
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commands.entity(e).insert(AimState::default());
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}
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.bundle(&mut sprite_params),
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))
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.id();
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commands.entity(*target).add_child(id);
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}
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fn update(
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fn update_player_aim(
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mut commands: Commands,
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mut state: ResMut<AimState>,
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query: Query<(Entity, &Transform), With<EnemySpawn>>,
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player_pos: Query<&Transform, With<Player>>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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potential_targets: Query<(Entity, &Transform), With<EnemySpawn>>,
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player_rot: Query<(&Transform, &GlobalTransform), With<PlayerRig>>,
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mut player_aim: Query<(&AimState, &mut AimTarget), With<Player>>,
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spatial_query: SpatialQuery,
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) {
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let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
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let Some((state, mut aim_target)) = player_aim.iter_mut().next() else {
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return;
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};
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let Some(player_forward) = player_rot.iter().next().map(|t| t.forward()) else {
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let Some((player_pos, player_forward)) = player_rot
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.iter()
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.next()
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.map(|(t, global)| (global.translation(), t.forward()))
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else {
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return;
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};
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let mut new_target = None;
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let mut target_distance = f32::MAX;
|
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|
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for (e, t) in query.iter() {
|
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for (e, t) in potential_targets.iter() {
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let delta = player_pos - t.translation;
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|
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let distance = delta.length();
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@@ -129,20 +102,68 @@ fn update(
|
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}
|
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}
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|
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if let Some(e) = state.target {
|
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if commands.get_entity(e).is_none() {
|
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state.target = None;
|
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if let Some(e) = &aim_target.0 {
|
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if commands.get_entity(*e).is_none() {
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aim_target.0 = None;
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return;
|
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}
|
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}
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if new_target != state.target {
|
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if new_target != aim_target.0 {
|
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if state.spawn_marker {
|
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if let Some(target) = new_target {
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commands.trigger(MarkerEvent::Spawn(target));
|
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} else {
|
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commands.trigger(MarkerEvent::Despawn);
|
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}
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state.target = new_target;
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}
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aim_target.0 = new_target;
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}
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}
|
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|
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fn update_npc_aim(
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mut commands: Commands,
|
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mut subject: Query<(&AimState, &Transform, &mut AimTarget), With<EnemySpawn>>,
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potential_targets: Query<(Entity, &Transform), With<Player>>,
|
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spatial_query: SpatialQuery,
|
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) {
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for (state, t, mut aim_target) in subject.iter_mut() {
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let (pos, forward) = (t.translation, t.forward());
|
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|
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let mut new_target = None;
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let mut target_distance = f32::MAX;
|
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|
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for (e, t) in potential_targets.iter() {
|
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let delta = pos - t.translation;
|
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|
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let distance = delta.length();
|
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|
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if distance > state.range {
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continue;
|
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}
|
||||
|
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let angle = forward.angle_between(delta.normalize());
|
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|
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if angle < state.max_angle && distance < target_distance {
|
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if !line_of_sight(&spatial_query, pos, delta, distance) {
|
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continue;
|
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}
|
||||
|
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new_target = Some(e);
|
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target_distance = distance;
|
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}
|
||||
}
|
||||
|
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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.);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
14
src/npc.rs
14
src/npc.rs
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
|
||||
Reference in New Issue
Block a user