use super::TriggerThrow; use crate::{ GameState, abilities::BuildExplosionSprite, heads_database::HeadsDatabase, physics_layers::GameLayer, protocol::GltfSceneRoot, sounds::PlaySound, utils::{ auto_rotate::AutoRotation, commands::{CommandExt, EntityCommandExt}, explosions::Explosion, global_observer, }, }; use avian3d::prelude::*; use bevy::prelude::*; use bevy_ballistic::launch_velocity; use lightyear::prelude::{NetworkTarget, Replicate}; use serde::{Deserialize, Serialize}; use std::f32::consts::PI; #[derive(Component, Serialize, Deserialize, PartialEq)] pub struct ThrownProjectile { impact_animation: bool, damage: u32, } pub fn plugin(app: &mut App) { app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing))); global_observer!(app, on_trigger_thrown); } fn on_trigger_thrown( trigger: Trigger, mut commands: Commands, query_transform: Query<&Transform>, 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 Ok(t) = query_transform.get(target) { 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); //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(0.4), 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(), Sensor, )) .insert_server(Replicate::to_clients(NetworkTarget::All)) .with_child(( AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)), GltfSceneRoot::Projectile(head.projectile.clone()), )); } fn shot_collision( mut commands: Commands, mut collision_event_reader: EventReader, query_shot: Query<(&ThrownProjectile, &Transform)>, sensors: Query<(), With>, ) { for CollisionStarted(e1, e2) in collision_event_reader.read() { if !query_shot.contains(*e1) && !query_shot.contains(*e2) { continue; } if sensors.contains(*e1) && sensors.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; }; if let Ok(mut entity) = commands.get_entity(shot_entity) { entity.try_despawn(); } else { continue; } 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.trigger_server(BuildExplosionSprite { pos: shot_pos, pixels_per_meter: 32., time: 0.02, }); } } }