Sync reloading and cash (#66)
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94
crates/server/src/player.rs
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94
crates/server/src/player.rs
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use bevy::prelude::*;
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use lightyear::prelude::{input::native::ActionState, *};
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use shared::{
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backpack::{Backpack, backpack_ui::BackpackUiState},
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camera::{CameraArmRotation, CameraTarget},
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cash::CashResource,
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character::AnimatedCharacter,
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control::{ControlState, controller_common::PlayerCharacterController},
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head::ActiveHead,
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head_drop::HeadDrops,
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heads::{ActiveHeads, HeadChanged, HeadState, heads_ui::UiActiveHeads},
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heads_database::HeadsDatabase,
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hitpoints::{Hitpoints, Kill},
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npc::SpawnCharacter,
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player::{Player, PlayerBodyMesh},
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tb_entities::SpawnPoint,
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};
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pub fn spawn(
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mut commands: Commands,
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owner: Entity,
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query: Query<&Transform, With<SpawnPoint>>,
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asset_server: Res<AssetServer>,
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heads_db: Res<HeadsDatabase>,
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) {
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let Some(spawn) = query.iter().next() else {
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return;
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};
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let transform = Transform::from_translation(spawn.translation + Vec3::new(0., 3., 0.));
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let mut player = commands.spawn((
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(
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Name::from("player"),
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Player,
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ActiveHead(0),
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ActiveHeads::new([
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Some(HeadState::new(0, heads_db.as_ref())),
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Some(HeadState::new(3, heads_db.as_ref())),
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Some(HeadState::new(6, heads_db.as_ref())),
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Some(HeadState::new(10, heads_db.as_ref())),
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Some(HeadState::new(9, heads_db.as_ref())),
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]),
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Hitpoints::new(100),
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CashResource::default(),
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CameraTarget,
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transform,
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Visibility::default(),
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PlayerCharacterController,
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),
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ActionState::<ControlState>::default(),
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Backpack::default(),
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BackpackUiState::default(),
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UiActiveHeads::default(),
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Replicate::to_clients(NetworkTarget::All),
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PredictionTarget::to_clients(NetworkTarget::All),
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ControlledBy {
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owner,
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lifetime: Lifetime::SessionBased,
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},
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children![(
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Name::new("player-rig"),
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PlayerBodyMesh,
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CameraArmRotation,
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children![AnimatedCharacter::new(0)],
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)],
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));
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player.observe(on_kill);
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commands.spawn((
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AudioPlayer::new(asset_server.load("sfx/heads/angry demonstrator.ogg")),
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PlaybackSettings::DESPAWN,
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));
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commands.trigger(SpawnCharacter(transform.translation));
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}
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fn on_kill(
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trigger: Trigger<Kill>,
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mut commands: Commands,
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mut query: Query<(&Transform, &ActiveHead, &mut ActiveHeads, &mut Hitpoints)>,
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) {
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let Ok((transform, active, mut heads, mut hp)) = query.get_mut(trigger.target()) else {
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return;
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};
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commands.trigger(HeadDrops::new(transform.translation, active.0));
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if let Some(new_head) = heads.loose_current() {
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hp.set_health(heads.current().unwrap().health);
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commands.trigger(HeadChanged(new_head));
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}
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}
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