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615af720cb
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@ -10,18 +10,19 @@ _Blackout_ uses a few other libraries for its magic:
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* [bevy_openal](https://github.com/lightsoutgames/bevy_openal): Audio
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* [bevy_input_actionmap](https://github.com/lightsoutgames/bevy_input_actionmap): Mapping inputs to actions
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* [here_be_dragons](https://docs.rs/here_be_dragons): Map generation
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* [shadowcast](https://docs.rs/shadowcast): Visibility calculations
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* [mapgen](https://docs.rs/mapgen/latest/mapgen/): Map generation
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It provides, including but not limited to:
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* commands
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* `RunIfExists` extension for only running a given command if its entity exists
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* core
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* `Coordinates` component for managing 2-D positions
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* `PointLike` trait for distance and other calculations between `Coordinates` and `Coordinates`-like things (I.e. `(f32, f32)`, `(i32, i32)`, ...)
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* `Angle` type for handling angles in degrees/radians
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* `Direction` type for working with cardinal/movement directions, converting to/from angles, etc.
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* Configuration for syncing pixel-to-meter ratios between OpenAL and Rapier
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* Systems that try keeping the mess of Bevy/Blackout/Rapier position types synced
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* `Player` component for use in other modules/plugins
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* log
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* Simple log component, automatically read via text-to-speech when appended to
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@ -222,19 +222,19 @@ pub trait PointLike {
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fn y(&self) -> f32;
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fn x_i32(&self) -> i32 {
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self.x().trunc() as i32
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self.x() as i32
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}
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fn y_i32(&self) -> i32 {
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self.y().trunc() as i32
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self.y() as i32
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}
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fn x_usize(&self) -> usize {
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self.x().trunc() as usize
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self.x() as usize
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}
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fn y_usize(&self) -> usize {
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self.y().trunc() as usize
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self.y() as usize
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}
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fn f32(&self) -> (f32, f32) {
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@ -248,7 +248,6 @@ pub trait PointLike {
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fn floor(&self) -> (f32, f32) {
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(self.x().floor(), self.y().floor())
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}
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fn to_index(&self, width: usize) -> usize {
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((self.y_i32() * width as i32) + self.x_i32()) as usize
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}
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@ -337,7 +337,7 @@ fn exploration_changed_announcement<D: 'static + Clone + Default + Send + Sync>(
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for (map, revealed_tiles) in map.iter() {
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let point = **exploring;
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let idx = point.to_index(map.width);
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let shape = Collider::cuboid(0.5 - f32::EPSILON, 0.5 - f32::EPSILON);
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let shape = Collider::cuboid(0.49, 0.49);
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let known = revealed_tiles[idx];
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let visible = viewshed.is_point_visible(exploring);
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let fog_of_war = known && !visible;
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@ -250,7 +250,7 @@ fn sound_icon_exploration_focus_removed(
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if let Ok(children) = children.get(entity) {
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for child in children.iter() {
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if let Ok(mut icon) = query.get_mut(*child) {
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icon.gain /= ICON_GAIN;
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icon.gain *= ICON_GAIN;
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}
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}
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}
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@ -4,7 +4,10 @@ use std::{
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marker::PhantomData,
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};
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use bevy::{core::FixedTimestep, prelude::*};
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use bevy::{
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core::{FixedTimestep, FloatOrd},
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prelude::*,
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};
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use bevy_rapier2d::na::{self, Point2};
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use coord_2d::{Coord, Size};
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use shadowcast::{vision_distance, Context, InputGrid};
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@ -58,21 +61,23 @@ impl Viewshed {
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map: &Map<D>,
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visible_query: &Query<&Visible>,
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events: &mut EventWriter<VisibilityChanged>,
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cache: &mut HashMap<Coord, (u8, HashSet<Entity>)>,
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cache: &mut HashMap<(FloatOrd, FloatOrd), (u8, HashSet<Entity>)>,
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) {
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let mut context: Context<u8> = Context::default();
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let vision_distance = vision_distance::Circle::new(self.range);
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let shape = Collider::cuboid(0.5 - f32::EPSILON, 0.5 - f32::EPSILON);
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let origin = Point2::new(start.x().trunc(), start.y().trunc());
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let shape = Collider::cuboid(0.5, 0.5);
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let origin = Point2::new(start.x(), start.y());
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let coord = Coord::new(start.x_i32(), start.y_i32());
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let mut new_visible_entities = HashSet::new();
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let visibility_grid = VisibilityGrid(
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map,
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RefCell::new(Box::new(|coord: Coord| {
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let dest = Point2::new(coord.x as f32, coord.y as f32);
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if na::distance(&origin, &dest) >= self.range as f32 {
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let dest = Point2::new(coord.x as f32 + 0.5, coord.y as f32 + 0.5);
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if na::distance(&origin, &dest) > self.range as f32 {
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return u8::MAX;
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}
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if let Some((opacity, entities)) = cache.get(&coord) {
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if let Some((opacity, entities)) = cache.get(&(FloatOrd(dest.x), FloatOrd(dest.y)))
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{
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for e in entities {
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new_visible_entities.insert(*e);
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}
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@ -84,12 +89,15 @@ impl Viewshed {
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}
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let tile = map.at(coord.x as usize, coord.y as usize);
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if tile.blocks_visibility() {
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cache.insert(coord, (u8::MAX, HashSet::new()));
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cache.insert(
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(FloatOrd(dest.x), FloatOrd(dest.y)),
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(u8::MAX, HashSet::new()),
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);
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return u8::MAX;
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}
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let mut opacity = 0;
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let mut entities = HashSet::new();
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let shape_pos = Vec2::new(dest.x + 0.5, dest.y + 0.5);
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let shape_pos = Vec2::new(dest.x, dest.y);
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rapier_context.intersections_with_shape(
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shape_pos,
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0.,
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@ -110,14 +118,14 @@ impl Viewshed {
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if entities.contains(&viewer_entity) {
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0
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} else {
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cache.insert(coord, (opacity, entities));
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cache.insert((FloatOrd(dest.x), FloatOrd(dest.y)), (opacity, entities));
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opacity
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}
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})),
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);
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let mut new_visible = HashSet::new();
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context.for_each_visible(
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Coord::new(start.x_i32(), start.y_i32()),
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coord,
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&visibility_grid,
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&visibility_grid,
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vision_distance,
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@ -362,10 +370,10 @@ fn remove_visible<D: 'static + Clone + Default + Send + Sync>(
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fn update_revealed_tiles<D: 'static + Clone + Default + Send + Sync>(
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mut map: Query<(&Map<D>, &mut RevealedTiles)>,
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viewers: Query<&Viewshed, (With<Player>, Changed<Viewshed>)>,
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viewers: Query<&Viewshed, With<Player>>,
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) {
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for viewshed in viewers.iter() {
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for (map, mut revealed_tiles) in map.iter_mut() {
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for (map, mut revealed_tiles) in map.iter_mut() {
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for viewshed in viewers.iter() {
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for v in viewshed.visible_points.iter() {
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let idx = v.to_index(map.width);
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if idx >= revealed_tiles.len() {
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