Files
HEDZReloaded/src/abilities/mod.rs
2025-04-18 23:53:36 +02:00

131 lines
3.0 KiB
Rust

mod arrow;
mod gun;
mod thrown;
use crate::{
aim::AimTarget,
global_observer,
heads::ActiveHeads,
heads_database::HeadsDatabase,
physics_layers::GameLayer,
player::{Player, PlayerBodyMesh},
sounds::PlaySound,
};
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
#[derive(Event, Reflect)]
pub enum TriggerState {
Active,
Inactive,
}
#[derive(Event, Reflect)]
pub struct TriggerCashHeal;
#[derive(Debug, Copy, Clone, PartialEq, Reflect, Default, Serialize, Deserialize)]
pub enum HeadAbility {
#[default]
None,
Arrow,
Thrown,
Gun,
}
#[derive(Debug, Reflect, Clone, Copy)]
pub struct TriggerData {
target: Option<Entity>,
dir: Dir3,
rot: Quat,
pos: Vec3,
target_layer: GameLayer,
head: usize,
}
impl TriggerData {
pub fn new(
target: Option<Entity>,
dir: Dir3,
rot: Quat,
pos: Vec3,
target_layer: GameLayer,
head: usize,
) -> Self {
Self {
target,
dir,
rot,
pos,
target_layer,
head,
}
}
}
#[derive(Event, Reflect)]
pub struct TriggerGun(pub TriggerData);
#[derive(Event, Reflect)]
pub struct TriggerArrow(pub TriggerData);
#[derive(Event, Reflect)]
pub struct TriggerThrow(pub TriggerData);
pub fn plugin(app: &mut App) {
app.add_plugins(gun::plugin);
app.add_plugins(thrown::plugin);
app.add_plugins(arrow::plugin);
global_observer!(app, on_trigger_state);
}
fn on_trigger_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
player_rot: Query<&Transform, With<PlayerBodyMesh>>,
player_query: Query<(&Transform, &AimTarget), With<Player>>,
mut active_heads: Query<&mut ActiveHeads, With<Player>>,
heads_db: Res<HeadsDatabase>,
time: Res<Time>,
) {
if matches!(trigger.event(), TriggerState::Active) {
let Ok(mut active_heads) = active_heads.get_single_mut() else {
return;
};
let Some(state) = active_heads.current() else {
return;
};
if !state.has_ammo() {
commands.trigger(PlaySound::Invalid);
return;
}
let Some((transform, target)) = player_query.iter().next() else {
return;
};
let Some((rot, dir)) = player_rot.iter().next().map(|t| (t.rotation, t.forward())) else {
return;
};
let trigger_state = TriggerData {
dir,
rot,
pos: transform.translation,
target: target.0,
target_layer: GameLayer::Npc,
head: state.head,
};
active_heads.use_ammo(time.elapsed_secs());
let ability = heads_db.head_stats(state.head).ability;
match ability {
HeadAbility::Thrown => commands.trigger(TriggerThrow(trigger_state)),
HeadAbility::Gun => commands.trigger(TriggerGun(trigger_state)),
HeadAbility::Arrow => commands.trigger(TriggerArrow(trigger_state)),
HeadAbility::None => (),
};
}
}