* move client/server/config into shared * move platforms into shared * move head drops into shared * move tb_entities to shared * reduce server to just a call into shared * get solo play working * fix server opening window * fix fmt * extracted a few more modules from client * near completely migrated client * fixed duplicate CharacterInputEnabled definition * simplify a few things related to builds * more simplifications * fix warnings/check * ci update * address comments * try fixing macos steam build * address comments * address comments * CI tweaks with default client feature --------- Co-authored-by: PROMETHIA-27 <electriccobras@gmail.com>
333 lines
9.1 KiB
Rust
333 lines
9.1 KiB
Rust
use crate::{
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GameState,
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animation::AnimationFlags,
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backpack::{Backpack, BackpackSwapEvent},
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control::{SelectLeftPressed, SelectRightPressed},
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global_observer,
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heads_database::HeadsDatabase,
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hitpoints::Hitpoints,
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player::Player,
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protocol::{ClientToController, PlaySound, is_server},
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};
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use bevy::prelude::*;
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use bevy_replicon::prelude::FromClient;
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use serde::{Deserialize, Serialize};
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pub mod heads_ui;
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pub static HEAD_COUNT: usize = 18;
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pub static HEAD_SLOTS: usize = 5;
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#[derive(Resource, Default)]
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pub struct HeadsImages {
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pub heads: Vec<Handle<Image>>,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Reflect, Serialize, Deserialize)]
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pub struct HeadState {
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pub head: usize,
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pub health: u32,
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pub health_max: u32,
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pub ammo: u32,
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pub ammo_max: u32,
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pub reload_duration: f32,
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pub last_use: f32,
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}
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impl HeadState {
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pub fn new(head: usize, heads_db: &HeadsDatabase) -> Self {
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let ammo = heads_db.head_stats(head).ammo;
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Self {
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head,
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health: 100,
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health_max: 100,
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ammo,
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ammo_max: ammo,
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reload_duration: 5.,
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last_use: 0.,
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}
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}
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pub fn has_ammo(&self) -> bool {
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self.ammo > 0
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}
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}
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#[derive(Component, Default, Reflect, Debug, Serialize, Deserialize, PartialEq)]
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#[reflect(Component)]
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pub struct ActiveHeads {
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heads: [Option<HeadState>; 5],
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current_slot: usize,
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selected_slot: usize,
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}
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impl ActiveHeads {
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pub fn new(heads: [Option<HeadState>; 5]) -> Self {
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Self {
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heads,
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current_slot: 0,
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selected_slot: 0,
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}
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}
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pub fn current(&self) -> Option<HeadState> {
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self.heads[self.current_slot]
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}
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pub fn use_ammo(&mut self, time: f32) {
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let Some(head) = &mut self.heads[self.current_slot] else {
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error!("cannot use ammo of empty head");
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return;
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};
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head.last_use = time;
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head.ammo = head.ammo.saturating_sub(1);
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}
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pub fn medic_heal(&mut self, heal_amount: u32, time: f32) -> Option<u32> {
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let mut healed = false;
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for (index, head) in self.heads.iter_mut().enumerate() {
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if index == self.current_slot {
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continue;
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}
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if let Some(head) = head
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&& head.health < head.health_max
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{
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head.health = head
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.health
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.saturating_add(heal_amount)
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.clamp(0, head.health_max);
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healed = true;
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}
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}
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if healed {
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let Some(head) = &mut self.heads[self.current_slot] else {
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error!("cannot heal with empty head");
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return None;
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};
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head.last_use = time;
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head.health = head.health.saturating_sub(1);
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Some(head.health)
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} else {
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None
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}
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}
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pub fn head(&self, slot: usize) -> Option<HeadState> {
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self.heads[slot]
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}
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pub fn reloading(&self) -> bool {
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for head in self.heads {
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let Some(head) = head else {
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continue;
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};
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if head.ammo == 0 {
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return true;
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}
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}
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false
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}
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pub fn hp(&self) -> Hitpoints {
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if let Some(head) = &self.heads[self.current_slot] {
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Hitpoints::new(head.health_max).with_health(head.health)
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} else {
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Hitpoints::new(0)
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}
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}
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pub fn set_hitpoint(&mut self, hp: &Hitpoints) {
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let Some(head) = &mut self.heads[self.current_slot] else {
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error!("cannot use ammo of empty head");
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return;
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};
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(head.health, head.health_max) = hp.get()
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}
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// returns new current head id
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pub fn loose_current(&mut self) -> Option<usize> {
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self.heads[self.current_slot] = None;
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self.next_head()
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}
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fn next_head(&mut self) -> Option<usize> {
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let start_idx = self.current_slot;
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for offset in 1..5 {
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let new_idx = (start_idx + offset) % 5;
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if let Some(head) = self.heads[new_idx] {
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self.current_slot = new_idx;
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return Some(head.head);
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}
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}
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None
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}
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pub fn contains(&self, head: usize) -> bool {
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self.heads.iter().any(|h| h.is_some_and(|h| h.head == head))
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}
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}
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#[derive(Event)]
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pub struct HeadChanged(pub usize);
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pub fn plugin(app: &mut App) {
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app.add_plugins(heads_ui::plugin);
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app.register_type::<ActiveHeads>();
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(
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FixedUpdate,
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(
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(reload, sync_hp).run_if(in_state(GameState::Playing)),
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on_select_active_head,
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)
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.run_if(is_server),
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);
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global_observer!(app, on_swap_backpack);
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, heads: Res<HeadsDatabase>) {
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// TODO: load via asset loader
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let heads = (0usize..HEAD_COUNT)
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.map(|i| asset_server.load(format!("ui/heads/{}.png", heads.head_key(i))))
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.collect();
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commands.insert_resource(HeadsImages { heads });
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}
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fn sync_hp(mut query: Query<(&mut ActiveHeads, &Hitpoints)>) {
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for (mut active_heads, hp) in query.iter_mut() {
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if active_heads.hp().get() != hp.get() {
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active_heads.set_hitpoint(hp);
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}
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}
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}
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fn reload(
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mut commands: Commands,
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mut active: Query<&mut ActiveHeads>,
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time: Res<Time>,
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mut flags: Single<&mut AnimationFlags, With<Player>>,
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) {
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for mut active in active.iter_mut() {
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if !active.reloading() {
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continue;
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}
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for head in active.heads.iter_mut() {
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let Some(head) = head else {
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continue;
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};
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if !head.has_ammo() && (head.last_use + head.reload_duration <= time.elapsed_secs()) {
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// only for player?
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use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
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commands.server_trigger(ToClients {
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mode: SendMode::Broadcast,
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message: PlaySound::Reloaded,
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});
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flags.restart_shooting = true;
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head.ammo = head.ammo_max;
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}
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}
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}
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}
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fn on_select_active_head(
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mut commands: Commands,
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mut query: Query<(&mut ActiveHeads, &mut Hitpoints), With<Player>>,
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mut select_lefts: MessageReader<FromClient<SelectLeftPressed>>,
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mut select_rights: MessageReader<FromClient<SelectRightPressed>>,
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controllers: ClientToController,
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) {
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for press in select_lefts.read() {
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use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
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let player = controllers.get_controller(press.client_id);
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let (mut active_heads, mut hp) = query.get_mut(player).unwrap();
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active_heads.selected_slot = (active_heads.selected_slot + (HEAD_SLOTS - 1)) % HEAD_SLOTS;
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commands.server_trigger(ToClients {
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mode: SendMode::Broadcast,
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message: PlaySound::Selection,
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});
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if active_heads.head(active_heads.selected_slot).is_some() {
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active_heads.current_slot = active_heads.selected_slot;
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hp.set_health(active_heads.current().unwrap().health);
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commands.trigger(HeadChanged(
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active_heads.heads[active_heads.current_slot].unwrap().head,
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));
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}
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}
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for press in select_rights.read() {
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use bevy_replicon::prelude::{SendMode, ServerTriggerExt, ToClients};
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let player = controllers.get_controller(press.client_id);
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let (mut active_heads, mut hp) = query.get_mut(player).unwrap();
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active_heads.selected_slot = (active_heads.selected_slot + 1) % HEAD_SLOTS;
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commands.server_trigger(ToClients {
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mode: SendMode::Broadcast,
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message: PlaySound::Selection,
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});
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if active_heads.head(active_heads.selected_slot).is_some() {
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active_heads.current_slot = active_heads.selected_slot;
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hp.set_health(active_heads.current().unwrap().health);
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commands.trigger(HeadChanged(
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active_heads.heads[active_heads.current_slot].unwrap().head,
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));
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}
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}
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}
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fn on_swap_backpack(
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trigger: On<FromClient<BackpackSwapEvent>>,
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mut commands: Commands,
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mut query: Query<(&mut ActiveHeads, &mut Hitpoints, &mut Backpack), With<Player>>,
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) {
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let backpack_slot = trigger.event().0;
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let Ok((mut active_heads, mut hp, mut backpack)) = query.single_mut() else {
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return;
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};
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let head = backpack.heads.get(backpack_slot).unwrap();
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let selected_slot = active_heads.selected_slot;
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let selected_head = active_heads.heads[selected_slot];
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active_heads.heads[selected_slot] = Some(*head);
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if let Some(old_active) = selected_head {
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backpack.heads[backpack_slot] = old_active;
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} else {
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backpack.heads.remove(backpack_slot);
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}
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hp.set_health(active_heads.current().unwrap().health);
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commands.trigger(HeadChanged(
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active_heads.heads[active_heads.selected_slot].unwrap().head,
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));
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}
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