outfly/src/game.rs

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//
// This module handles player input, and coordinates interplay between other modules
use crate::prelude::*;
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use bevy::color::palettes::css;
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use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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use bevy::window::{PrimaryWindow, Window, WindowMode};
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use bevy_xpbd_3d::prelude::*;
use std::collections::HashMap;
pub const CHEAT_WARP_1: &str = "pizzeria";
pub const CHEAT_WARP_2: &str = "busstopclippy2";
pub const CHEAT_WARP_3: &str = "busstopclippy3";
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pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(
Update,
handle_cheats.run_if(game_running).run_if(in_control),
);
app.add_systems(Update, debug.run_if(game_running));
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app.add_systems(PostUpdate, handle_game_event);
app.add_systems(Update, handle_window_focus);
app.add_systems(PreUpdate, handle_player_death);
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app.add_systems(
PostUpdate,
update_id2pos
.run_if(game_running)
.in_set(bevy_xpbd_3d::plugins::sync::SyncSet::PositionToTransform),
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);
app.add_systems(PostUpdate, update_id2v);
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app.add_systems(
Update,
handle_achievement_event
.run_if(game_running)
.run_if(on_event::<AchievementEvent>()),
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);
app.add_systems(Update, check_achievements.run_if(game_running));
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app.insert_resource(Id2Pos(HashMap::new()));
app.insert_resource(Id2V(HashMap::new()));
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app.insert_resource(JupiterPos(DVec3::ZERO));
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app.insert_resource(var::AchievementTracker::default());
app.insert_resource(var::Settings::default());
app.insert_resource(var::GameVars::default());
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app.insert_resource(AchievementCheckTimer(Timer::from_seconds(
1.0,
TimerMode::Repeating,
)));
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app.add_event::<PlayerDiesEvent>();
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app.add_event::<GameEvent>();
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app.add_event::<AchievementEvent>();
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}
}
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#[derive(Event)]
pub struct PlayerDiesEvent(pub actor::DamageType);
#[derive(Resource)]
pub struct Id2Pos(pub HashMap<String, DVec3>);
#[derive(Resource)]
pub struct Id2V(pub HashMap<String, DVec3>);
#[derive(Resource)]
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pub struct JupiterPos(pub DVec3);
#[derive(Resource)]
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pub struct AchievementCheckTimer(pub Timer);
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#[derive(Event)]
pub enum AchievementEvent {
RepairSuit,
TalkTo(String),
RideVehicle(String),
DrinkPizza,
InJupitersShadow,
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FindEarth,
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}
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#[derive(Event)]
pub enum GameEvent {
SetAR(Turn),
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SetMusic(Cycle),
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SetSound(Cycle),
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SetMap(Turn),
SetFullscreen(Turn),
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SetMenu(Turn),
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SetThirdPerson(Turn),
SetRotationStabilizer(Turn),
SetShadows(Turn),
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UpdateFlashlight,
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Achievement(String),
PhoneCall,
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}
pub enum Turn {
On,
Off,
Toggle,
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Unchanged,
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}
impl Turn {
pub fn to_bool(&self, current_state: bool) -> bool {
match self {
Turn::On => true,
Turn::Off => false,
Turn::Toggle => !current_state,
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Turn::Unchanged => current_state,
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}
}
}
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pub enum Cycle {
First,
Last,
Next,
Previous,
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Unchanged,
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}
impl Cycle {
pub fn to_index<T>(&self, current_index: usize, vector: &Vec<T>) -> Option<usize> {
if vector.is_empty() {
return None;
}
match self {
Cycle::First => Some(0),
Cycle::Last => Some(vector.len() - 1),
Cycle::Next => {
let index = current_index.saturating_add(1);
if index >= vector.len() {
Some(0)
} else {
Some(index)
}
}
Cycle::Previous => {
if current_index == 0 {
Some(vector.len() - 1)
} else {
Some(current_index - 1)
}
}
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Cycle::Unchanged => Some(current_index),
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}
}
}
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pub fn setup(mut settings: ResMut<Settings>, prefs: ResMut<var::Preferences>) {
settings.hud_active = prefs.augmented_reality;
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settings.radio_mode = prefs.radio_station;
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settings.set_noise_cancellation_mode(prefs.noise_cancellation_mode);
settings.third_person = prefs.third_person;
settings.shadows_sun = prefs.shadows_sun;
settings.ar_avatar = prefs.avatar;
}
pub fn handle_game_event(
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mut settings: ResMut<Settings>,
mut er_game: EventReader<GameEvent>,
mut ew_conv: EventWriter<chat::StartConversationEvent>,
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mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
mut ew_updateoverlays: EventWriter<hud::UpdateOverlayVisibility>,
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mut ew_updatemenu: EventWriter<menu::UpdateMenuEvent>,
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mut ew_togglemusic: EventWriter<audio::ToggleMusicEvent>,
mut q_window: Query<&mut Window, With<PrimaryWindow>>,
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mut q_light: Query<&mut DirectionalLight>,
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mut q_flashlight: Query<(&mut Visibility, &mut SpotLight), With<actor::PlayersFlashLight>>,
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mut mapcam: ResMut<camera::MapCam>,
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mut log: ResMut<hud::Log>,
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opt: Res<var::CommandLineOptions>,
mut prefs: ResMut<var::Preferences>,
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) {
for event in er_game.read() {
match event {
GameEvent::SetAR(turn) => {
settings.hud_active = turn.to_bool(settings.hud_active);
ew_togglemusic.send(audio::ToggleMusicEvent());
ew_updateoverlays.send(hud::UpdateOverlayVisibility);
prefs.augmented_reality = settings.hud_active;
prefs.save();
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}
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GameEvent::SetMusic(cycle) => {
match cycle.to_index(settings.radio_mode, &settings.radio_modes) {
Some(mode) => {
settings.radio_mode = mode;
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}
None => {}
}
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ew_togglemusic.send(audio::ToggleMusicEvent());
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prefs.radio_station = settings.radio_mode;
prefs.save();
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}
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GameEvent::SetSound(cycle) => {
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match cycle.to_index(
settings.noise_cancellation_mode,
&settings.noise_cancellation_modes,
) {
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Some(mode) => {
settings.set_noise_cancellation_mode(mode);
}
None => {}
}
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ew_togglemusic.send(audio::ToggleMusicEvent());
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prefs.noise_cancellation_mode = settings.noise_cancellation_mode;
prefs.save();
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}
GameEvent::SetMap(turn) => {
settings.map_active = turn.to_bool(settings.map_active);
if settings.map_active {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Woosh));
}
*mapcam = camera::MapCam::default();
ew_updateoverlays.send(hud::UpdateOverlayVisibility);
}
GameEvent::SetFullscreen(turn) => {
for mut window in &mut q_window {
let current_state = window.mode != WindowMode::Windowed;
prefs.fullscreen_on = turn.to_bool(current_state);
window.mode = match prefs.fullscreen_on {
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true => opt.window_mode_fullscreen,
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false => WindowMode::Windowed,
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};
prefs.save();
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}
}
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GameEvent::SetMenu(turn) => {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
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settings.menu_active = turn.to_bool(settings.menu_active);
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for mut window in &mut q_window {
window.cursor.grab_mode = if settings.menu_active {
bevy::window::CursorGrabMode::None
} else {
bevy::window::CursorGrabMode::Locked
};
window.cursor.visible = settings.menu_active;
}
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ew_updatemenu.send(menu::UpdateMenuEvent);
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}
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GameEvent::SetThirdPerson(turn) => {
settings.third_person = turn.to_bool(settings.third_person);
prefs.third_person = settings.third_person;
prefs.save();
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}
GameEvent::SetRotationStabilizer(turn) => {
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settings.rotation_stabilizer_active =
turn.to_bool(settings.rotation_stabilizer_active);
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}
GameEvent::SetShadows(turn) => {
settings.shadows_sun = turn.to_bool(settings.shadows_sun);
for mut light in &mut q_light {
light.shadows_enabled = settings.shadows_sun;
}
prefs.shadows_sun = settings.shadows_sun;
prefs.save();
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}
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GameEvent::Achievement(name) => {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Achieve));
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log.add(
format!("Achievement accomplished: {name}!"),
"".to_string(),
hud::LogLevel::Achievement,
);
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}
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GameEvent::UpdateFlashlight => {
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for (mut visibility, mut spotlight) in &mut q_flashlight {
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spotlight.intensity = actor::FLASHLIGHT_INTENSITY[prefs.flashlight_power];
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*visibility = bool2vis(settings.flashlight_active);
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}
}
GameEvent::PhoneCall => {
let talker = chat::Talker {
chat_name: "phone".to_string(),
actor_id: "".to_string(),
name: Some("Phone".to_string()),
counts_towards_achievement: false,
pronoun: None,
talking_speed: 0.0,
};
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ew_conv.send(chat::StartConversationEvent { talker: talker });
}
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}
}
}
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fn handle_player_death(
mut cmd: Commands,
mut er_playerdies: EventReader<PlayerDiesEvent>,
q_scenes: Query<(Entity, &SceneInstance), With<world::DespawnOnPlayerDeath>>,
q_noscenes: Query<Entity, (With<world::DespawnOnPlayerDeath>, Without<SceneInstance>)>,
mut scene_spawner: ResMut<SceneSpawner>,
mut active_asteroids: ResMut<world::ActiveAsteroids>,
mut ew_effect: EventWriter<visual::SpawnEffectEvent>,
mut ew_deathscreen: EventWriter<menu::DeathScreenEvent>,
mut log: ResMut<hud::Log>,
mut gamevars: ResMut<var::GameVars>,
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mut settings: ResMut<Settings>,
) {
for death in er_playerdies.read() {
if settings.god_mode {
return;
}
settings.reset_player_settings();
gamevars.reset();
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active_asteroids.0.clear();
for entity in &q_noscenes {
cmd.entity(entity).despawn();
}
for (entity, sceneinstance) in &q_scenes {
cmd.entity(entity).despawn();
scene_spawner.despawn_instance(**sceneinstance);
}
log.clear();
match death.0 {
actor::DamageType::Depressurization => {
settings.death_cause = "Depressurization".to_string();
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ew_effect.send(visual::SpawnEffectEvent {
class: visual::Effects::FadeIn(Color::BLACK),
duration: 4.0,
});
}
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actor::DamageType::Mental => {
settings.death_cause = "Brain Damage".to_string();
ew_effect.send(visual::SpawnEffectEvent {
class: visual::Effects::FadeIn(Color::BLACK),
duration: 4.0,
});
}
actor::DamageType::Asphyxiation => {
settings.death_cause = "Suffocation".to_string();
ew_effect.send(visual::SpawnEffectEvent {
class: visual::Effects::FadeIn(Color::BLACK),
duration: 1.0,
});
}
actor::DamageType::Trauma => {
settings.death_cause = "Trauma".to_string();
ew_effect.send(visual::SpawnEffectEvent {
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class: visual::Effects::FadeIn(css::MAROON.into()),
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duration: 1.0,
});
}
actor::DamageType::GForce => {
settings.death_cause = "Trauma from excessive g forces".to_string();
ew_effect.send(visual::SpawnEffectEvent {
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class: visual::Effects::FadeIn(css::MAROON.into()),
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duration: 1.0,
});
}
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actor::DamageType::Radiation => {
settings.death_cause = "Acute radiation poisoning".to_string();
ew_effect.send(visual::SpawnEffectEvent {
class: visual::Effects::FadeIn(Color::BLACK),
duration: 4.0,
});
}
actor::DamageType::Unknown => {
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settings.death_cause = "Unknown".to_string();
ew_effect.send(visual::SpawnEffectEvent {
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class: visual::Effects::FadeIn(css::MAROON.into()),
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duration: 1.0,
});
}
}
ew_deathscreen.send(menu::DeathScreenEvent::Show);
return;
}
}
fn handle_cheats(
key_input: Res<ButtonInput<KeyCode>>,
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mut q_player: Query<
(&Transform, &mut Position, &mut LinearVelocity),
With<actor::PlayerCamera>,
>,
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mut q_life: Query<(&mut actor::LifeForm, &mut actor::ExperiencesGForce), With<actor::Player>>,
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q_target: Query<
(&Transform, &Position, Option<&LinearVelocity>),
(With<hud::IsTargeted>, Without<actor::PlayerCamera>),
>,
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mut ew_playerdies: EventWriter<PlayerDiesEvent>,
mut settings: ResMut<Settings>,
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jupiter_pos: Res<JupiterPos>,
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id2pos: Res<Id2Pos>,
id2v: Res<Id2V>,
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mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
) {
if q_player.is_empty() || q_life.is_empty() {
return;
}
let (trans, mut pos, mut v) = q_player.get_single_mut().unwrap();
let (mut lifeform, mut gforce) = q_life.get_single_mut().unwrap();
let boost = if key_input.pressed(KeyCode::ShiftLeft) {
1e6
} else {
1e3
};
if key_input.just_pressed(settings.key_cheat_god_mode) {
settings.god_mode ^= true;
if settings.god_mode {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Honk));
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} else {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
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}
}
if !settings.god_mode && !settings.dev_mode {
return;
}
if key_input.just_pressed(settings.key_cheat_stop) {
gforce.ignore_gforce_seconds = 1.0;
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v.0 = nature::orbital_velocity(pos.0 - jupiter_pos.0, nature::JUPITER_MASS);
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}
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if key_input.pressed(settings.key_cheat_speed)
|| key_input.pressed(settings.key_cheat_speed_backward)
{
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gforce.ignore_gforce_seconds = 1.0;
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let sign = if key_input.pressed(settings.key_cheat_speed) {
1.0
} else {
-1.0
};
let dv = DVec3::from(trans.rotation * Vec3::new(0.0, 0.0, sign * boost));
let current_speed = v.0.length();
let next_speed = (v.0 + dv).length();
let avg_speed = (current_speed + next_speed) / 2.0;
let inv_lorentz = nature::inverse_lorentz_factor(avg_speed.clamp(0.0, nature::C));
v.0 = v.0 + inv_lorentz * dv;
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}
if key_input.just_pressed(settings.key_cheat_teleport) {
if let Ok((transform, target_pos, target_v)) = q_target.get_single() {
gforce.ignore_gforce_seconds = 1.0;
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let offset: DVec3 =
4.0 * (**pos - **target_pos).normalize() * transform.scale.as_dvec3();
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pos.0 = **target_pos + offset;
if let Some(target_v) = target_v {
*v = target_v.clone();
}
}
}
if !settings.dev_mode {
return;
}
if key_input.just_pressed(settings.key_cheat_pizza) {
if let Some(target) = id2pos.0.get(&CHEAT_WARP_1.to_string()) {
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pos.0 = *target + DVec3::new(-60.0, 0.0, 0.0);
gforce.ignore_gforce_seconds = 1.0;
}
if let Some(target) = id2v.0.get(&CHEAT_WARP_1.to_string()) {
v.0 = *target;
}
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}
if key_input.just_pressed(settings.key_cheat_farview1) {
if let Some(target) = id2pos.0.get(&CHEAT_WARP_2.to_string()) {
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pos.0 = *target + DVec3::new(0.0, -1000.0, 0.0);
gforce.ignore_gforce_seconds = 1.0;
}
if let Some(target) = id2v.0.get(&CHEAT_WARP_2.to_string()) {
v.0 = *target;
}
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}
if key_input.just_pressed(settings.key_cheat_farview2) {
if let Some(target) = id2pos.0.get(&CHEAT_WARP_3.to_string()) {
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pos.0 = *target + DVec3::new(0.0, -1000.0, 0.0);
gforce.ignore_gforce_seconds = 1.0;
}
if let Some(target) = id2v.0.get(&CHEAT_WARP_3.to_string()) {
v.0 = *target;
}
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}
if key_input.pressed(settings.key_cheat_adrenaline_zero) {
lifeform.adrenaline = 0.0;
}
if key_input.pressed(settings.key_cheat_adrenaline_mid) {
lifeform.adrenaline = 0.5;
}
if key_input.pressed(settings.key_cheat_adrenaline_max) {
lifeform.adrenaline = 1.0;
}
if key_input.just_pressed(settings.key_cheat_die) {
settings.god_mode = false;
ew_playerdies.send(PlayerDiesEvent(actor::DamageType::Trauma));
}
}
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fn update_id2pos(
mut id2pos: ResMut<Id2Pos>,
mut jupiterpos: ResMut<JupiterPos>,
q_id: Query<(&Position, &actor::Identifier)>,
) {
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id2pos.0.clear();
for (pos, id) in &q_id {
id2pos.0.insert(id.0.clone(), pos.0);
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if id.0 == cmd::ID_JUPITER {
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jupiterpos.0 = pos.0;
}
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}
}
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fn update_id2v(mut id2v: ResMut<Id2V>, q_id: Query<(&LinearVelocity, &actor::Identifier)>) {
id2v.0.clear();
for (v, id) in &q_id {
id2v.0.insert(id.0.clone(), v.0);
}
}
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fn debug(
settings: Res<var::Settings>,
keyboard_input: Res<ButtonInput<KeyCode>>,
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// mut commands: Commands,
// mut extended_materials: ResMut<
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// Assets<bevy::pbr::ExtendedMaterial<StandardMaterial, load::AsteroidSurface>>,
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// >,
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mut achievement_tracker: ResMut<var::AchievementTracker>,
vars: Res<var::GameVars>,
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// materials: Query<(Entity, Option<&Name>, &Handle<Mesh>)>,
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) {
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if settings.dev_mode && keyboard_input.just_pressed(KeyCode::KeyP) {
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// for (entity, _name, mesh) in &materials {
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// dbg!(mesh);
// let mut entity = commands.entity(entity);
// entity.remove::<Handle<StandardMaterial>>();
// let material = extended_materials.add(load::AsteroidSurface::material());
// entity.insert(material);
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// }
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}
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if settings.dev_mode && keyboard_input.just_pressed(KeyCode::KeyN) {
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achievement_tracker.achieve_all();
dbg!(&vars);
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}
}
fn handle_achievement_event(
mut er_achievement: EventReader<AchievementEvent>,
mut ew_game: EventWriter<GameEvent>,
mut tracker: ResMut<var::AchievementTracker>,
) {
for event in er_achievement.read() {
match event {
AchievementEvent::RepairSuit => {
if !tracker.repair_suit {
ew_game.send(GameEvent::Achievement("Repair Your Suit".into()));
}
tracker.repair_suit = true;
}
AchievementEvent::InJupitersShadow => {
if !tracker.in_jupiters_shadow {
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ew_game.send(GameEvent::Achievement("Enter Jupiter's Shadow".into()));
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}
tracker.in_jupiters_shadow = true;
}
AchievementEvent::DrinkPizza => {
if !tracker.drink_a_pizza {
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ew_game.send(GameEvent::Achievement("Enjoy A Pizza".into()));
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}
tracker.drink_a_pizza = true;
}
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AchievementEvent::FindEarth => {
if !tracker.find_earth {
ew_game.send(GameEvent::Achievement("Find Earth".into()));
}
tracker.find_earth = true;
}
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AchievementEvent::RideVehicle(name) => {
tracker.vehicles_ridden.insert(name.clone());
let len = tracker.vehicles_ridden.len();
let total = tracker.all_vehicles.len();
if !tracker.ride_every_vehicle && len == total {
tracker.ride_every_vehicle = true;
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ew_game.send(GameEvent::Achievement("Ride Every Vehicle".into()));
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}
}
AchievementEvent::TalkTo(name) => {
tracker.people_talked_to.insert(name.clone());
let len = tracker.people_talked_to.len();
let total = tracker.all_people.len();
if !tracker.talk_to_everyone && len == total {
tracker.talk_to_everyone = true;
ew_game.send(GameEvent::Achievement("Talk To Everyone".into()));
}
}
}
}
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}
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fn check_achievements(
time: Res<Time>,
q_player: Query<&Position, With<actor::PlayerCamera>>,
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mut q_mirrorlight: Query<&mut Visibility, With<actor::MirrorLight>>,
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id2pos: Res<Id2Pos>,
mut ew_achievement: EventWriter<AchievementEvent>,
mut timer: ResMut<AchievementCheckTimer>,
) {
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if !timer.0.tick(time.delta()).just_finished() {
return;
}
let pos_player = if let Ok(pos) = q_player.get_single() {
pos
} else {
return;
};
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let pos_sun = if let Some(pos) = id2pos.0.get(cmd::ID_SOL) {
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pos
} else {
return;
};
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let pos_jupiter = if let Some(pos) = id2pos.0.get(cmd::ID_JUPITER) {
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pos
} else {
return;
};
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let shadowed = in_shadow(
*pos_sun,
nature::SOL_RADIUS,
*pos_jupiter,
nature::JUPITER_RADIUS,
**pos_player,
);
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if shadowed {
ew_achievement.send(AchievementEvent::InJupitersShadow);
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for mut mirrorlight_vis in &mut q_mirrorlight {
*mirrorlight_vis = Visibility::Hidden;
}
} else {
// This is checking for whether the player is shadowed, not the mirror.
// But in the case where these two are not the same, the player doesn't see
// the mirror anyway and the mirror light's visibility state is irrelevant.
for mut mirrorlight_vis in &mut q_mirrorlight {
*mirrorlight_vis = Visibility::Inherited;
}
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}
}
fn handle_window_focus(
mut local_paused: Local<bool>,
mut settings: ResMut<Settings>,
mut q_window: Query<&mut Window, With<PrimaryWindow>>,
mut er_focus: EventReader<bevy::window::WindowFocused>,
mut physicstime: ResMut<Time<Physics>>,
) {
for event in er_focus.read() {
settings.window_focused = event.focused;
}
let paused = !settings.is_game_running();
if paused != *local_paused {
if paused {
physicstime.pause();
} else {
physicstime.unpause();
}
for mut window in &mut q_window {
window.cursor.grab_mode = if paused {
bevy::window::CursorGrabMode::None
} else {
bevy::window::CursorGrabMode::Locked
};
window.cursor.visible = paused;
}
*local_paused = paused;
}
}