178 lines
4.9 KiB
Rust
178 lines
4.9 KiB
Rust
use crate::{
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GameState,
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abilities::{HeadAbility, TriggerData, TriggerThrow},
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aim::AimTarget,
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heads::ActiveHeads,
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heads_database::HeadsDatabase,
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player::Player,
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};
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use bevy::prelude::*;
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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pub struct Ai;
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#[derive(Component, Reflect, Clone)]
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#[reflect(Component)]
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struct WaitForAnyPlayer;
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#[derive(Component, Reflect, Clone)]
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#[reflect(Component)]
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struct Engage(Entity);
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#[derive(Component, Reflect, Clone)]
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#[reflect(Component)]
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struct Reload;
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pub fn plugin(app: &mut App) {
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app.add_systems(
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Update,
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(
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engage_and_throw,
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wait_for_player,
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out_of_range,
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detect_reload,
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detect_reload_done,
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rotate,
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)
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.run_if(in_state(GameState::Playing)),
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);
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app.add_systems(Update, on_ai_added);
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}
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fn on_ai_added(mut commands: Commands, query: Query<Entity, Added<Ai>>) {
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for entity in query.iter() {
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commands.entity(entity).insert(WaitForAnyPlayer);
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}
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}
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fn wait_for_player(
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mut commands: Commands,
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agents: Query<Entity, With<WaitForAnyPlayer>>,
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transform: Query<&Transform>,
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players: Query<Entity, With<Player>>,
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) {
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for agent in agents.iter() {
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if let Some(player) = in_range(50., agent, &players, &transform) {
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info!("[{agent}] Engage: {player}");
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if let Ok(mut agent) = commands.get_entity(agent) {
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agent.remove::<WaitForAnyPlayer>().insert(Engage(player));
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}
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}
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}
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}
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fn out_of_range(
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mut commands: Commands,
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agents: Query<Entity, With<Engage>>,
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transform: Query<&Transform>,
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players: Query<Entity, With<Player>>,
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) {
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for agent in agents.iter() {
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if in_range(100., agent, &players, &transform).is_none() {
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info!("[{agent}] Player out of range");
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commands
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.entity(agent)
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.remove::<Engage>()
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.insert(WaitForAnyPlayer);
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}
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}
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}
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fn detect_reload(mut commands: Commands, agents: Query<(Entity, &ActiveHeads), With<Engage>>) {
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for (e, head) in agents.iter() {
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if head.reloading() {
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info!("[{e}] Reload started");
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commands.entity(e).remove::<Engage>().insert(Reload);
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}
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}
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}
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fn detect_reload_done(mut commands: Commands, agents: Query<(Entity, &ActiveHeads), With<Reload>>) {
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for (e, head) in agents.iter() {
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if !head.reloading() {
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info!("[{e}] Reload done");
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commands
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.entity(e)
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.remove::<Reload>()
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.insert(WaitForAnyPlayer);
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}
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}
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}
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fn in_range(
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range: f32,
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entity: Entity,
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players: &Query<'_, '_, Entity, With<Player>>,
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transform: &Query<'_, '_, &Transform>,
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) -> Option<Entity> {
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let Ok(pos) = transform.get(entity).map(|t| t.translation) else {
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return None;
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};
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players
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.iter()
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.filter_map(|p| transform.get(p).ok().map(|t| (p, *t)))
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.find(|(_, t)| t.translation.distance(pos) < range)
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.map(|(e, _)| e)
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}
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fn rotate(agent: Query<(Entity, &Engage)>, mut transform: Query<&mut Transform>) {
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for (agent, Engage(target)) in agent.iter() {
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let Ok(target_pos) = transform.get(*target).map(|t| t.translation) else {
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continue;
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};
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let Ok(mut agent_transform) = transform.get_mut(agent) else {
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continue;
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};
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// Get the direction vector from the current position to the target
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let direction = (agent_transform.translation - target_pos).normalize();
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// Project the direction onto the XZ plane by zeroing out the Y component
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let xz_direction = Vec3::new(direction.x, 0.0, direction.z).normalize();
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agent_transform.rotation = Quat::from_rotation_arc(Vec3::Z, xz_direction);
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}
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}
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fn engage_and_throw(
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mut commands: Commands,
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mut query: Query<(&mut ActiveHeads, &AimTarget, &Transform), With<Engage>>,
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time: Res<Time>,
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heads_db: Res<HeadsDatabase>,
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) {
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for (mut npc, target, t) in query.iter_mut() {
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if target.0.is_none() {
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continue;
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}
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let Some(npc_head) = npc.current() else {
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continue;
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};
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let ability = heads_db.head_stats(npc_head.head).ability;
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//TODO: support other abilities
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if ability != HeadAbility::Thrown {
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continue;
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}
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let can_shoot_again = npc_head.last_use + 1. < time.elapsed_secs();
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if can_shoot_again && npc_head.has_ammo() {
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npc.use_ammo(time.elapsed_secs());
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commands.trigger(TriggerThrow(TriggerData::new(
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target.0,
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t.forward(),
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t.translation,
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crate::physics_layers::GameLayer::Player,
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npc_head.head,
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// TODO: we probably need to make sure the ai's projectile does not get deduped, zero should not be used by anyone though
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0,
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)));
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}
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}
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}
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