use super::TriggerThrow; use crate::{ GameState, billboards::Billboard, heads_database::HeadsDatabase, hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer, sounds::PlaySound, utils::{global_observer, sprite_3d_animation::AnimationTimer}, }; use avian3d::prelude::*; use bevy::{pbr::NotShadowCaster, prelude::*}; use bevy_ballistic::launch_velocity; use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams}; use std::f32::consts::PI; #[derive(Component)] struct ThrownProjectile { impact_animation: bool, damage: u32, } #[derive(Component, Reflect)] #[reflect(Component)] struct AutoRotation(Quat); #[derive(Event, Debug)] struct Explosion { position: Vec3, radius: f32, damage: u32, } #[derive(Resource)] struct ShotAssets { image: Handle, layout: Handle, } pub fn plugin(app: &mut App) { app.register_type::(); app.add_systems(OnEnter(GameState::Playing), setup); app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing))); app.add_systems(FixedUpdate, update_auto_rotation); global_observer!(app, on_trigger_thrown); global_observer!(app, on_explosion); } fn on_explosion( explosion: Trigger, mut commands: Commands, spatial_query: SpatialQuery, ) { let explosion = explosion.event(); let intersections = { spatial_query.shape_intersections( &Collider::sphere(explosion.radius), explosion.position, Quat::default(), &SpatialQueryFilter::default().with_mask(LayerMask( GameLayer::Npc.to_bits() | GameLayer::Player.to_bits(), )), ) }; for entity in intersections.iter() { if let Ok(mut e) = commands.get_entity(*entity) { e.trigger(Hit { damage: explosion.damage, }); } } } fn setup(mut commands: Commands, assets: Res, mut sprite_params: Sprite3dParams) { let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None); let texture_atlas_layout = sprite_params.atlas_layouts.add(layout); commands.insert_resource(ShotAssets { image: assets.impact_atlas.clone(), layout: texture_atlas_layout, }); } fn on_trigger_thrown( trigger: Trigger, mut commands: Commands, query_transform: Query<&Transform>, assets: Res, gltf_assets: Res>, heads_db: Res, ) { let state = trigger.event().0; commands.trigger(PlaySound::Throw); const SPEED: f32 = 35.; let pos = state.pos; let vel = if let Some(target) = state.target { let t = query_transform .get(target) .expect("target must have transform"); launch_velocity(pos, t.translation, SPEED, 9.81) .map(|(low, _)| low) .unwrap() } else { state.rot.mul_quat(Quat::from_rotation_y(-PI / 2.)) * (Vec3::new(2., 1., 0.).normalize() * SPEED) }; let head = heads_db.head_stats(state.head); let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone(); let asset = gltf_assets.get(&mesh).unwrap(); //TODO: projectile db? let explosion_animation = !matches!(state.head, 8 | 16); commands .spawn(( Transform::from_translation(pos), Name::new("projectile-thrown"), ThrownProjectile { impact_animation: explosion_animation, damage: head.damage, }, Collider::sphere(0.5), CollisionLayers::new( LayerMask(GameLayer::Projectile.to_bits()), LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()), ), RigidBody::Dynamic, CollisionEventsEnabled, Mass(0.01), LinearVelocity(vel), Visibility::default(), )) .with_child(( AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)), SceneRoot(asset.scenes[0].clone()), )); } fn shot_collision( mut commands: Commands, mut collision_event_reader: EventReader, query_shot: Query<(&ThrownProjectile, &Transform)>, assets: Res, mut sprite_params: Sprite3dParams, ) { for CollisionStarted(e1, e2) in collision_event_reader.read() { if !query_shot.contains(*e1) && !query_shot.contains(*e2) { continue; } let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 }; let Ok((shot_pos, animation, damage)) = query_shot.get(shot_entity).map(|(projectile, t)| { ( t.translation, projectile.impact_animation, projectile.damage, ) }) else { continue; }; commands.entity(shot_entity).despawn(); commands.trigger(PlaySound::ThrowHit); commands.trigger(Explosion { damage, position: shot_pos, //TODO: should be around 1 grid in distance radius: 5., }); //TODO: support different impact animations if animation { commands .spawn( Sprite3dBuilder { image: assets.image.clone(), pixels_per_metre: 32., alpha_mode: AlphaMode::Blend, unlit: true, ..default() } .bundle_with_atlas( &mut sprite_params, TextureAtlas { layout: assets.layout.clone(), index: 0, }, ), ) .insert(( Billboard, Transform::from_translation(shot_pos), NotShadowCaster, AnimationTimer::new(Timer::from_seconds(0.02, TimerMode::Repeating)), )); } } } fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) { for (auto_rotation, mut transform) in query.iter_mut() { transform.rotate_local(auto_rotation.0); } }