310 lines
10 KiB
Rust
310 lines
10 KiB
Rust
use std::{collections::HashMap, error::Error, fmt::Debug, hash::Hash, marker::PhantomData};
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use bevy::prelude::*;
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use bevy_input_actionmap::InputMap;
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use bevy_rapier2d::{na::UnitComplex, prelude::*};
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use bevy_tts::Tts;
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use derive_more::{Deref, DerefMut};
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use crate::{
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core::{Angle, CardinalDirection, Player, PointLike},
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error::error_handler,
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exploration::{ExplorationFocused, Exploring},
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map::{ITileType, Map},
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pathfinding::Destination,
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};
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#[derive(Clone, Copy, Debug, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct MaxSpeed(pub f32);
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impl Default for MaxSpeed {
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fn default() -> Self {
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MaxSpeed(2.)
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}
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}
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#[derive(Clone, Copy, Debug, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct RotationSpeed(pub Angle);
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impl Default for RotationSpeed {
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fn default() -> Self {
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Self(Angle::Radians(0.))
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}
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}
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#[derive(Clone, Copy, Debug, Default, Deref, DerefMut, Reflect)]
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#[reflect(Component)]
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pub struct Speed(pub f32);
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#[derive(Clone, Copy, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct Sprinting;
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fn add_map_colliders(mut commands: Commands, maps: Query<(Entity, &Map), Added<Map>>) {
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for (map_entity, map) in maps.iter() {
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let rigid_body_entity = commands
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.entity(map_entity)
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.insert_bundle(RigidBodyBundle {
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body_type: RigidBodyType::Static,
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..Default::default()
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})
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.id();
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for x in 0..map.width() {
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for y in 0..map.height() {
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let tile = map.base.at(x, y);
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if tile.blocks_motion() {
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let collider = ColliderBundle {
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shape: ColliderShape::cuboid(0.5, 0.5),
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..Default::default()
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};
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let collider_parent = ColliderParent {
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handle: rigid_body_entity.handle(),
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pos_wrt_parent: Vec2::new(x as f32 + 0.5, y as f32 + 0.5).into(),
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};
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commands
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.spawn()
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.insert_bundle(collider)
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.insert(collider_parent);
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}
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}
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}
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}
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}
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fn movement_controls<S, A: 'static>(
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mut commands: Commands,
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config: Res<NavigationConfig<S, A>>,
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input: Res<InputMap<A>>,
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time: Res<Time>,
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mut query: Query<
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(
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Entity,
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&mut RigidBodyVelocity,
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&mut Speed,
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&MaxSpeed,
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Option<&RotationSpeed>,
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&mut RigidBodyPosition,
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Option<&Destination>,
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),
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With<Player>,
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>,
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exploration_focused: Query<(Entity, &ExplorationFocused)>,
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) where
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S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
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A: Hash + Eq + Clone + Send + Sync,
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{
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for (entity, mut velocity, mut speed, max_speed, rotation_speed, mut position, destination) in
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query.iter_mut()
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{
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let sprinting = if let Some(action) = config.action_sprint.clone() {
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input.active(action)
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} else {
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false
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};
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if sprinting {
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commands.entity(entity).insert(Sprinting::default());
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} else {
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commands.entity(entity).remove::<Sprinting>();
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}
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let mut direction = Vec2::default();
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if let Some(action) = config.action_forward.clone() {
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if input.active(action) {
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direction.x += 1.;
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}
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}
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if let Some(action) = config.action_backward.clone() {
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if input.active(action) {
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direction.x -= 1.;
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}
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}
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if let Some(action) = config.action_left.clone() {
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if input.active(action) {
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direction.y += 1.;
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}
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}
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if let Some(action) = config.action_right.clone() {
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if input.active(action) {
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direction.y -= 1.;
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}
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}
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if let (Some(rotation_speed), Some(rotate_left), Some(rotate_right)) = (
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rotation_speed,
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config.action_rotate_left.clone(),
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config.action_rotate_right.clone(),
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) {
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let delta = rotation_speed.radians() * time.delta_seconds();
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if input.active(rotate_left) {
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position.position.rotation *= UnitComplex::new(delta);
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}
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if input.active(rotate_right) {
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position.position.rotation *= UnitComplex::new(-delta);
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}
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}
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if direction.length_squared() != 0. {
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commands.entity(entity).remove::<Destination>();
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commands.entity(entity).remove::<Exploring>();
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for (entity, _) in exploration_focused.iter() {
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commands.entity(entity).remove::<ExplorationFocused>();
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}
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direction = direction.normalize();
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if direction.x > 0. {
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direction.x *= config.forward_movement_factor;
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} else if direction.x < 0. {
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direction.x *= config.backward_movement_factor;
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}
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if direction.y != 0. {
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direction.y *= config.strafe_movement_factor;
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}
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let strength = if let (Some(forward), Some(backward), Some(left), Some(right)) = (
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config.action_forward.clone(),
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config.action_backward.clone(),
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config.action_left.clone(),
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config.action_right.clone(),
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) {
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let forward_x = input.strength(forward).abs();
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let backward_x = input.strength(backward).abs();
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let x = if forward_x > backward_x {
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forward_x
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} else {
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backward_x
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};
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let right_y = input.strength(right).abs();
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let left_y = input.strength(left).abs();
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let y = if right_y > left_y { right_y } else { left_y };
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Some(Vec2::new(x, y))
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} else {
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None
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};
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let s = if sprinting {
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**max_speed
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} else {
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**max_speed / config.sprint_movement_factor
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};
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**speed = s;
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if let Some(strength) = strength {
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direction *= strength;
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}
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let mut v: Vector<Real> = (direction * **speed).into();
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v = position.position.rotation.transform_vector(&v);
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velocity.linvel = v;
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//velocity.linvel = position.position.rotation.transform_vector(&velocity.linvel);
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} else if destination.is_none() {
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velocity.linvel = Vec2::ZERO.into();
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**speed = 0.;
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} else if sprinting {
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**speed = **max_speed;
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} else {
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velocity.linvel = Vec2::ZERO.into();
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**speed = **max_speed / 3.;
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}
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}
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}
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fn speak_direction(
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mut tts: ResMut<Tts>,
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mut cache: Local<HashMap<Entity, CardinalDirection>>,
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player: Query<(Entity, &Player, &Transform), Changed<Transform>>,
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) -> Result<(), Box<dyn Error>> {
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if let Ok((entity, _, transform)) = player.single() {
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let forward = transform.local_x();
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let yaw = Angle::Radians(forward.y.atan2(forward.x));
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if let Some(old_direction) = cache.get(&entity) {
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let old_direction = *old_direction;
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let direction: CardinalDirection = yaw.into();
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if old_direction != direction {
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let direction: String = direction.into();
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tts.speak(direction, true)?;
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}
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cache.insert(entity, direction);
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} else {
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cache.insert(entity, yaw.into());
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}
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}
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Ok(())
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}
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#[derive(Clone, Debug)]
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pub struct NavigationConfig<S, A> {
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pub action_backward: Option<A>,
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pub action_forward: Option<A>,
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pub action_left: Option<A>,
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pub action_right: Option<A>,
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pub action_rotate_left: Option<A>,
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pub action_rotate_right: Option<A>,
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pub action_sprint: Option<A>,
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pub forward_movement_factor: f32,
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pub backward_movement_factor: f32,
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pub strafe_movement_factor: f32,
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pub sprint_movement_factor: f32,
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pub movement_states: Vec<S>,
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pub movement_control_states: Vec<S>,
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}
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impl<S, A> Default for NavigationConfig<S, A> {
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fn default() -> Self {
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Self {
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action_backward: None,
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action_forward: None,
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action_left: None,
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action_right: None,
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action_rotate_left: None,
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action_rotate_right: None,
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action_sprint: None,
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forward_movement_factor: 1.,
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backward_movement_factor: 1.,
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strafe_movement_factor: 1.,
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sprint_movement_factor: 3.,
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movement_states: vec![],
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movement_control_states: vec![],
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}
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}
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}
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pub struct NavigationPlugin<'a, S, A>(PhantomData<&'a S>, PhantomData<&'a A>);
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impl<'a, S, A> Default for NavigationPlugin<'a, S, A> {
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fn default() -> Self {
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Self(PhantomData, PhantomData)
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}
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}
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impl<'a, S, A> Plugin for NavigationPlugin<'a, S, A>
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where
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S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
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A: Hash + Eq + Clone + Send + Sync,
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'a: 'static,
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{
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fn build(&self, app: &mut AppBuilder) {
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if !app.world().contains_resource::<NavigationConfig<S, A>>() {
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app.insert_resource(NavigationConfig::<S, A>::default());
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}
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let config = app
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.world()
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.get_resource::<NavigationConfig<S, A>>()
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.unwrap()
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.clone();
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app.register_type::<MaxSpeed>()
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.register_type::<RotationSpeed>()
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.register_type::<Sprinting>()
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.add_system(add_map_colliders.system())
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.add_system(speak_direction.system().chain(error_handler.system()));
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if config.movement_states.is_empty() {
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} else {
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let states = config.movement_states;
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for state in states {}
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}
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if config.movement_control_states.is_empty() {
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app.add_system(movement_controls::<S, A>.system());
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} else {
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let states = config.movement_control_states;
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for state in states {
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app.add_system_set(
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SystemSet::on_update(state).with_system(movement_controls::<S, A>.system()),
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);
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}
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}
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}
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}
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