Files
HEDZReloaded/src/abilities/mod.rs
2025-04-02 02:15:43 +08:00

120 lines
2.8 KiB
Rust

mod gun;
mod thrown;
use crate::{
GameState,
heads::ActiveHeads,
npc::Hit,
player::{Player, PlayerRig},
tb_entities::EnemySpawn,
};
use avian3d::prelude::*;
use bevy::prelude::*;
#[derive(Component)]
pub struct Projectile {
pub damage: u32,
}
#[derive(Event, Reflect)]
pub enum TriggerState {
Active,
Inactive,
}
#[derive(Debug, Copy, Clone, PartialEq, Reflect)]
pub enum HeadAbility {
None,
Arrow,
Thrown,
Gun,
}
#[derive(Debug, Reflect, Clone, Copy)]
pub struct PlayerTriggerState {
dir: Dir3,
rot: Quat,
pos: Vec3,
}
#[derive(Event, Reflect)]
pub struct TriggerGun(pub PlayerTriggerState);
#[derive(Event, Reflect)]
pub struct TriggerThrow(pub PlayerTriggerState);
pub fn plugin(app: &mut App) {
app.add_plugins(gun::plugin);
app.add_plugins(thrown::plugin);
app.add_systems(Update, enemy_hit.run_if(in_state(GameState::Playing)));
app.add_observer(on_trigger_state);
}
fn enemy_hit(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Projectile>,
query_npc: Query<&EnemySpawn>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
continue;
}
if !query_npc.contains(*e1) && !query_npc.contains(*e2) {
continue;
}
let (enemy_entity, projectile) = if query_npc.contains(*e1) {
(*e1, query_shot.get(*e2))
} else {
(*e2, query_shot.get(*e1))
};
let damage = projectile.map(|p| p.damage).unwrap_or_default();
commands.entity(enemy_entity).trigger(Hit { damage });
}
}
fn on_trigger_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
player_rot: Query<&Transform, With<PlayerRig>>,
player_transform: Query<&Transform, With<Player>>,
mut active_heads: ResMut<ActiveHeads>,
time: Res<Time>,
) {
if matches!(trigger.event(), TriggerState::Active) {
let Some(state) = active_heads.current() else {
return;
};
if !state.has_ammo() {
//TOOD: play sound
return;
}
let Some(transform) = player_transform.iter().next().copied() else {
return;
};
let Some((rot, dir)) = player_rot.iter().next().map(|t| (t.rotation, t.forward())) else {
return;
};
let trigger_state = PlayerTriggerState {
dir,
rot,
pos: transform.translation,
};
active_heads.use_ammo(time.elapsed_secs());
match state.ability {
HeadAbility::Thrown => commands.trigger(TriggerThrow(trigger_state)),
HeadAbility::Gun => commands.trigger(TriggerGun(trigger_state)),
_ => (),
};
}
}