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[package]
name = "outfly"
version = "0.5.3"
edition = "2021"
homepage = "https://codeberg.org/hut/outfly"
repository = "https://codeberg.org/hut/outfly"
categories = ["game", "aerospace", "simulation"]
keywords = ["game", "space", "3d"]
license = "GPL-3.0-only"
rust-version = "1.76.0"
[dependencies]
regex = "1"
bevy = { version = "0.13.1", default-features = false, features = ["jpeg", "bevy_asset", "bevy_audio", "bevy_scene", "bevy_winit", "bevy_core_pipeline", "bevy_pbr", "bevy_gltf", "bevy_render", "bevy_text", "bevy_ui", "multi-threaded", "png", "tonemapping_luts", "vorbis", "x11"]}
bevy_xpbd_3d = { version = "0.4.2", default-features = false, features = ["3d", "f64", "parry-f64", "parallel", "async-collider"] }
bevy_embedded_assets = "0.10.2"
fastrand = "2.0.2"
[features]
dev = ["bevy/dynamic_linking", "bevy/file_watcher"]
wasm = ["bevy/webgl2"]
wayland = ["bevy/wayland"]
[profile.dev]
opt-level = 1
[profile.dev.package."*"]
opt-level = 3 # high optimizations for dependencies, but not for our code
[profile.release]
lto = true
opt-level = 'z'
codegen-units = 1
incremental = false
debug = false
strip = true

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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
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The precise terms and conditions for copying, distribution and modification follow.
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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
outfly
Copyright (C) 2024 hut
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
outfly Copyright (C) 2024 hut
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.

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README.md
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# OutFly
# outfly
![screenshot](doc/images/screenshot1.jpg)
OutFly is an atmospheric, open world, 100% hard sci-fi 3D game that throws you into the [Rings of Jupiter](https://en.wikipedia.org/wiki/Rings_of_Jupiter) with a self-sufficient sportswear space suit that will take you anywhere.
Imagine a blend of [Fallout](https://en.wikipedia.org/wiki/Fallout_%28series%29) and [Outer Wilds](https://en.wikipedia.org/wiki/Outer_Wilds) with a splash of [Firefly](https://en.wikipedia.org/wiki/Firefly_%28TV_series%29), where you are free to explore the breathtaking expanse of the Jupiter system and discover what life could be like after hundreds of years of space colonization.
This game aims to respect the player as much as possible. It doesn't waste your time: Despite the vastness of space, nothing takes too long. Speed cheats are active by default, allowing you to visit places you normally couldn't, without passing out from the g-forces. There are no anxiety-causing features (apart of, maybe, space itself), no loading screens, nothing to micromanage, not even save games. You can plunge into the game any time you feel like it, and it's up to you whether you just want to soak in the beautiful scenery, engage with the survival mechanics [still in development], or dive into the game story [still in development]. And finally, it's not just DRM-free but completely open source, allowing you to tinker on any part of the game to your liking.
Key features:
- Open source forever
- Open world, realistic hard sci-fi, atmospheric, deadly
- Accurate star chart. Can you spot the constellations?
- Cross platform (verified on Linux & Windows)
- Written in [Rust](https://www.rust-lang.org) with the [Bevy game engine](https://bevyengine.org)
- Status: Early access, not much content
Links:
- [Source code](https://codeberg.org/hut/outfly)
- [itch.io page](https://wholesomevacuum.itch.io/outfly)
- [Chatroom](https://matrix.to/#/#outfly:pub.solar)
![screenshot](doc/images/screenshot2.jpg)
# Key Bindings
- Space: Slow down (or match velocity)
- AWSD/Shift/Ctrl: Accelerate
- R: Rotate (hold & move mouse)
- E: Interact: Talk to people, enter vehicles
- Q: Exit vehicle
- JKULIO: Mouseless camera rotation
- Augmented Reality: (toggle with Tab)
- Left click: Target objects
- Right click: Zoom
- Settings
- Tab: Toggle HUD/AR
- F11: Toggle fullscreen
- F: Toggle 3rd person view
- T: Toggle music
- M: Toggle sound effects
- Cheats
- G: Toggle god mode / cheats
- V/B: Impossible acceleration forward/backward
- Shift+V/B: Same as V/B, but a thousand times faster
- C: Impossibly instant stopping
# System Requirements
- Screen, keyboard
- Operating System: Linux, Windows, MacOS
- Ideally, a graphics card with Vulkan support
If your GPU does not support Vulkan, try rendering with OpenGL by setting the environment variable `WGPU_BACKEND` to `gl`, like:
```
WGPU_BACKEND=gl ./outfly
or
WGPU_BACKEND=gl cargo run
```
However, this may result in poor performance and visual glitches.
# Running OutFly
1. Download a release for your operating system at https://codeberg.org/hut/outfly/releases
2. On Linux, you need the dependency packages: `glibc libcap gcc-libs alsa-lib systemd-libs`. These are the names for ArchLinux, they may differ on your distribution.
3. Unpack and run the outfly/outfly.exe executable.
1. On Windows, just double-click on outfly.exe
2. On Linux, open the console and type this:
```
cd [path-to-extracted-outfly-directory]
./outfly
```
# Building
If there is no package for the version or operating system that you need, or if you wish to tinker on the game, you can also build outfly yourself.
For development, it's recommended to use `--features dev` to enable dynamic linking for faster compile times, e.g. like this:
```
cargo [run|build] --features dev
```
## On Linux
Install the build dependencies. On ArchLinux, it's the following, though you can replace `rust` with `rustup`:
```
pacman -S rust libx11 pkgconf alsa-lib
```
Then run the following commands, replacing `[URL]` with the clone URL of the git repository:
```
git clone [URL]
cd outfly
cargo run --release
```
NOTE: Audio is muted by default when run through `cargo run`, unless you add `--release`
## Building for Windows on Linux
```
rustup target add x86_64-pc-windows-gnu
pacman -S mingw-w64-toolchain # on ArchLinux. other distros have their equivalent package
cargo build --target=x86_64-pc-windows-gnu --release
```
More information here: https://bevy-cheatbook.github.io/setup/cross/linux-windows.html
## Building on Mac OS
Install homebrew, and then get the following dependencies:
```
brew install pkg-config molten-vk rustup
rustup-init
```
Download, compile and run the game:
```
git clone [URL]
cd outfly
cargo run --release
```
## Building for WASM/Browser
This is a work in progress, for now these are just some general hints:
```
git clone [URL]
cd outfly
rustup target install wasm32-unknown-unknown
pacman -S wasm-bindgen binaryen
mkdir outfly_wasm
cargo build --release --target wasm32-unknown-unknown
wasm-bindgen --out-name outfly --out-dir outfly_wasm --target web target/wasm32-unknown-unknown/release/outfly.wasm
wasm-opt -Oz --output wasm/outfly_bg.wasm wasm/outfly_bg.wasm
echo '<script type="module">import init from "./outfly.js"; init()</script>' > wasm/index.html
python -m http.server -d wasm
```
# Changelog
- Git:
- Implement zooming with right click (AR only)
- Implement targeting objects with left click (AR only)
- Implement matching velocity to targeted objects with space
- Implement damage from g-forces
- Implement god mode
- Fix crash by avoiding legacy fullscreen mode
- v0.5.3:
- Implement death & respawning
- Add wholesome conversation with Icarus
- Add satellite
- NPCs will now slow back down if they're pushed
- v0.5.2:
- Change BGM to Cinematic Cello by Aleksey Chistilin
- Fix vehicle exiting
- v0.5.1:
- Fix asteroid despawning
- Add cheat codes
- Add moon Thebe
- v0.5.0:
- Implement dynamically spawning asteroids all over the ring
- Changed from 32-bit to 64-bit precision physics
- Center rendering coordinate system on player to fix visual glitches
- v0.4.1: Add visible ring around Jupiter
- v0.4.0:
- Implement physics, collisions
- Implement 3rd person view
- Implement realistic camera control with pitch/yaw/rotation
- Add Galilean moons (Io, Europa, Ganymede, Callisto)
- Add light sources, better illumination of pizzeria
- Add mysterious monoliths
- v0.3.0:
- Implement vehicles
- Add MeteorAceGT racing vehicle
- Add background music "Dead Space Style Ambient Music"
- Add custom font Yupiter based on ZCOOL QingKe HuangYou
- v0.2.0:
- Add Jupiter
- Add new pizzeria model with neon sign
- Add astronaut suit model OutFly™ SecondSkyn
- Add more conversations
- Implement parser for "defs.txt" to spawn world objects and chats
- v0.1.3: Add pizzeria
- v0.1.2:
- Replace skybox with accurate star chart
- Implement conversation system
- v0.1.1: Better sky box and HUD
- v0.1.0: First release with basic controls, HUD, sounds, skybox, sun
# Credits and License
- Source code: GPL Version 3.0
- 3D models: Original art, placed under the Creative Commons CC0 License
- Photographs of celestial bodies: By NASA, public domain
- Original sound files:
- wakeup.ogg: Creative Commons CC0 License
- Other sound files: [Pixabay Content License](https://pixabay.com/service/license-summary)
- https://pixabay.com/sound-effects/typosonic-typing-192811
- https://pixabay.com/sound-effects/click-button-140881
- https://pixabay.com/sound-effects/data-transmission-sound-from-14664-72309
- https://pixabay.com/sound-effects/thrusters-loopwav-14699
- https://pixabay.com/sound-effects/rocket-loop-99748
- https://pixabay.com/sound-effects/350cc-bike-firing-32391
- https://pixabay.com/sound-effects/electricity-6353
- https://pixabay.com/sound-effects/ducati-696-monster-33217
- https://pixabay.com/sound-effects/high-energy-humming-195612
- https://pixabay.com/sound-effects/box-crash-106687
- https://pixabay.com/sound-effects/electric-fan-motor-blades-removed-13169
- Music: [Cinematic Cello](https://pixabay.com/music/build-up-scenes-cinematic-cello-115667) by [Aleksey Chistilin](https://pixabay.com/users/lexin_music-28841948/), [Pixabay Content License](https://pixabay.com/service/license-summary)
- Star chart based on the [HYG Stellar database](https://github.com/astronexus/HYG-Database)
- Font Yupiter-Regular.ttf is placed under the SIL OPEN FONT LICENSE Version 1.1 and is based on:
- Noto Sans Symbols 2, Copyright 2022 The Noto Project Authors (https://github.com/notofonts/symbols)
- ZCOOL QingKe HuangYou, Copyright 2018 The ZCOOL QingKe HuangYou Project Authors (https://www.github.com/googlefonts/zcool-qingke-huangyou)
- Noto Sans SC, Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'.
A wholesome 3D space game in the rings of Jupiter

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Please remove any unneeded files in the asset directory.
The entire directory will be bundled in the release binary.

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#import bevy_pbr::{
mesh_view_bindings::globals,
forward_io::VertexOutput,
}
@group(2) @binding(0) var<uniform> ring_radius: f32;
@group(2) @binding(1) var<uniform> jupiter_radius: f32;
const jupiter_radius_Mm: f32 = 71.492;
const brightness = 0.025;
fn smooth_edge(start: f32, end: f32, value: f32) -> f32 {
var x: f32 = (value - start) / (end - start);
return 4 * x * x * (1 - x * x);
}
fn ring_density(radius: f32) -> f32 {
// NOTE: Keep this in sync with src/nature.rs::ring_density
// Input: distance to center of jupiter in million meters
// Output: relative brightness of the ring
let halo_inner: f32 = 92.0;
let halo_outer: f32 = 122.5;
let main_inner: f32 = 122.5;
let main_outer: f32 = 129.0;
let amalthea_inner: f32 = 129.0;
let amalthea_outer: f32 = 182.0;
let thebe_inner: f32 = 129.0;
let thebe_outer: f32 = 229.0;
let metis_notch_center: f32 = 128.0;
let metis_notch_width: f32 = 0.6;
let halo_brightness: f32 = 0.75;
let main_brightness: f32 = 1.0;
let almathea_brightness: f32 = 0.5;
let thebe_brightness: f32 = 0.5;
var density: f32 = 0.0;
if (radius >= halo_inner && radius <= halo_outer) {
density = halo_brightness * smooth_edge(halo_inner, halo_outer, radius);
} else if (radius >= main_inner && radius <= main_outer) {
var metis_notch_effect: f32 = 1.0;
if (radius > metis_notch_center - metis_notch_width * 0.5 && radius < metis_notch_center + metis_notch_width * 0.5) {
metis_notch_effect = 0.5 * (1.0 - smooth_edge(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius));
}
density = main_brightness * metis_notch_effect * smooth_edge(main_inner, main_outer, radius);
} else {
if (radius >= amalthea_inner && radius <= amalthea_outer) {
density = almathea_brightness * smooth_edge(amalthea_inner, amalthea_outer, radius);
}
if (radius >= thebe_inner && radius <= thebe_outer) {
density += thebe_brightness * smooth_edge(thebe_inner, thebe_outer, radius);
}
}
return density;
}
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let jupiter_percent = jupiter_radius / ring_radius;
let color = vec3<f32>(0.3, 0.3, 0.3);
var alpha = brightness;
let r_uv = 2 * distance(in.uv, vec2<f32>(0.5));
let r = r_uv * ring_radius / jupiter_radius * jupiter_radius_Mm;
alpha *= ring_density(r);
alpha -= 0.001;
if alpha <= 0.0 {
return vec4<f32>(color, 0.0);
}
if in.uv[0] < 0.5 {
let dist = (0.5 - in.uv[0]) * 2.0; // 0.0=jupiter's center, 1.0=edge of the ring
let side_dist = abs(in.uv[1] - 0.5);
let cutoff = 0.5 * jupiter_percent * cos(dist);
if side_dist < cutoff {
return vec4<f32>(color, 0.0);
}
let fuzzy_boundary = 0.01;
if side_dist < cutoff + fuzzy_boundary {
return vec4<f32>(color, alpha * (side_dist - cutoff) / fuzzy_boundary);
}
}
return vec4<f32>(color, alpha);
}

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#!/usr/bin/env python
# This script requires the following file in the extra/ directory:
# https://github.com/astronexus/HYG-Database/blob/cbd21013d2bb89732b893be357a6f41836dbe614/hyg/CURRENT/hygdata_v41.csv
import csv
import sys
import math
import re
PATH = "extra/hygdata_v41.csv"
#def entry(ra_hour, ra_min, ra_sec, dec_deg, dec_min, dec_sec, mag, name, color_index):
# return [
# ra_hour*15 + ra_min*0.25 + ra_sec*0.004166,
# dec_deg + dec_min/60 + dec_sec/3600,
# mag,
# name,
# color_index,
# ]
#
#
#CUSTOM_ENTRIES = [
# entry(0, 42, 44.3, 41, 16, 9, 3.44-15, 0.63, "Andromeda Galaxy"),
#]
# Lower apparent magnitude = brighter.
# Sun = -26.7
# Sirius = -1.44
# Betelgeuse = 0.45
# Polaris (north star) = 1.97
# Meissa (orion's head, 8th brightest star in orion) = 3.33
MAX_APPARENT_MAGNITUDE = 7.0
print("// This file was autogenerated by \"genrate_starchart.py\" using data from the")
print("// HYG database: https://github.com/astronexus/HYG-Database/tree/main/hyg")
print("// License: CC BY-SA 4.0: https://creativecommons.org/licenses/by-sa/4.0/")
print("")
print("// Each star's values: [x, y, z, magnitude, color index, distance, name]")
print("pub const STARS: &[(f32; f32, f32, f32, f32, f32, str)] = &[")
def render(ra, dec, mag, ci, dist, name):
# Takes ra/deg in degrees
ra = float(ra)
dec = float(dec)
mag = float(mag)
name = re.sub(r'\s+', ' ', name)
distance = 1.0
ra_radians = math.radians(ra * 15) # ra is in [0, 24], multiplying by 15 gives degrees in [0, 360]
dec_radians = math.radians(dec)
#print(f"ra_radians={ra_radians}, dec_radians={dec_radians}, dec={dec}, ra={ra}", file=sys.stderr)
x = distance * math.cos(dec_radians) * math.cos(-ra_radians)
y = distance * math.cos(dec_radians) * math.sin(-ra_radians)
z = distance * math.sin(dec_radians)
# Correct for differences in coordinate system axes
x, y, z = x, z, y
#brightness = 2.512 ** (0 - mag)
print(f' ({x:.04}, {y:.04}, {z:.04}, {mag:.04}, {ci}, {dist}, "{name}"),')
def clean_name(string):
return "".join([c for c in string if c.isalnum() or c in ' -_'])
total = 0
count = 0
count_extra = 0
entries = []
with open(PATH, "r", encoding="utf-8") as f:
for entry in csv.DictReader(f):
entries.append(entry)
entries.sort(key=lambda entry: float(entry['mag']))
for entry in entries:
total += 1
ra = entry['ra']
dec = entry['dec']
mag = entry['mag']
ci = entry['ci']
dist = entry['dist']
name = clean_name(entry['proper'])
if not name:
name = clean_name(entry['bf'])
if not name:
name = clean_name(entry['gl'])
if not all([ra, dec, mag, ci]):
continue
if float(mag) > MAX_APPARENT_MAGNITUDE:
continue
render(ra, dec, mag, ci, dist, name)
count += 1
#for entry in CUSTOM_ENTRIES:
# render(entry[0], entry[1], entry[2], entry[3], entry[4])
# count_extra += 1
print("];")
print(f"Wrote {count} stars (total={total}) + {count_extra} extra entries.", file=sys.stderr)

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#!/bin/sh
# A script to package release binaries + README.md into zip files.
# Usage: cd outfly; doc/scripts/pack.sh
set -e
if [ "$1" == "-b" ]; then
cargo build --release
cargo build --target=x86_64-pc-windows-gnu --release
fi
VERSION="$(sed -nr 's/^\s*version\s*=\s*"(.*)"\s*$/\1/p' Cargo.toml)"
test -z "$VERSION" && echo 'Error: Could not extract version from Cargo.toml' && exit
echo "Extracted version from Cargo.toml: $VERSION"
TMPPATH=ZIP_TMP_PATH
mkdir "$TMPPATH"
cd "$TMPPATH"
SRCPATH="outfly_v$VERSION"
mkdir "$SRCPATH"
cp ../README.md "$SRCPATH"
cp ../target/x86_64-pc-windows-gnu/release/outfly.exe "$SRCPATH"
zip -v -r -9 ../"outfly_v${VERSION}_windows.zip" "$SRCPATH"
rm "$SRCPATH"/outfly.exe
cp ../target/release/outfly "$SRCPATH"
zip -v -r -9 ../"outfly_v${VERSION}_linux.zip" "$SRCPATH"
cd ..
rm -rf "$TMPPATH"

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use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use bevy::scene::SceneInstance;
use bevy::math::DVec3;
use crate::{actor, audio, camera, chat, commands, effects, hud, nature, settings, world};
pub const ENGINE_SPEED_FACTOR: f32 = 30.0;
const MAX_TRANSMISSION_DISTANCE: f32 = 60.0;
const MAX_INTERACT_DISTANCE: f32 = 30.0;
pub struct ActorPlugin;
impl Plugin for ActorPlugin {
fn build(&self, app: &mut App) {
app.add_systems(PreUpdate, (
handle_player_death,
));
app.add_systems(FixedUpdate, (
update_physics_lifeforms,
handle_wants_maxrotation,
handle_wants_maxvelocity,
handle_gforce,
));
app.add_systems(Update, (
handle_input,
handle_collisions,
handle_damage,
));
app.add_systems(PostUpdate, (
handle_vehicle_enter_exit,
));
app.add_event::<VehicleEnterExitEvent>();
app.add_event::<PlayerDiesEvent>();
}
}
#[derive(Event)] pub struct PlayerDiesEvent;
#[derive(Event)]
pub struct VehicleEnterExitEvent {
vehicle: Entity,
driver: Entity,
is_entering: bool,
is_player: bool
}
#[derive(Component)]
pub struct Actor {
pub id: String,
pub name: Option<String>,
pub camdistance: f32,
}
impl Default for Actor {
fn default() -> Self {
Self {
id: "".to_string(),
name: None,
camdistance: 15.0,
}
}
}
#[derive(Component)]
pub struct HitPoints {
pub current: f32,
pub max: f32,
pub damage: f32,
}
impl Default for HitPoints {
fn default() -> Self {
Self {
current: 100.0,
max: 100.0,
damage: 0.0,
}
}
}
#[derive(Component)]
pub struct ExperiencesGForce {
pub gforce: f32,
pub damage_threshold: f32,
pub visual_effect_threshold: f32,
pub visual_effect: f32,
pub last_linear_velocity: DVec3,
pub ignore_gforce_seconds: f32,
}
impl Default for ExperiencesGForce { fn default() -> Self { Self {
gforce: 0.0,
damage_threshold: 100.0,
visual_effect_threshold: 20.0,
visual_effect: 0.0,
last_linear_velocity: DVec3::splat(0.0),
ignore_gforce_seconds: 0.0,
}}}
#[derive(Component)] pub struct Player; // Attached to the suit of the player
#[derive(Component)] pub struct PlayerDrivesThis; // Attached to the entered vehicle
#[derive(Component)] pub struct PlayerCamera; // Attached to the actor to use as point of view
#[derive(Component)] pub struct ActorEnteringVehicle;
#[derive(Component)] pub struct ActorVehicleBeingEntered;
#[derive(Component)] pub struct WantsMaxRotation(pub f64);
#[derive(Component)] pub struct WantsMaxVelocity(pub f64);
#[derive(Component)]
pub struct LifeForm {
pub is_alive: bool,
pub adrenaline: f32,
pub adrenaline_baseline: f32,
pub adrenaline_jolt: f32,
}
impl Default for LifeForm { fn default() -> Self { Self {
is_alive: true,
adrenaline: 0.3,
adrenaline_baseline: 0.3,
adrenaline_jolt: 0.0,
}}}
#[derive(Component)]
pub struct Vehicle {
stored_drivers_collider: Option<Collider>,
}
impl Default for Vehicle { fn default() -> Self { Self {
stored_drivers_collider: None,
}}}
#[derive(Copy, Clone, PartialEq)]
pub enum EngineType {
Monopropellant,
Rocket,
Ion,
}
#[derive(Component)]
pub struct Engine {
pub thrust_forward: f32,
pub thrust_back: f32,
pub thrust_sideways: f32,
pub reaction_wheels: f32,
pub engine_type: EngineType,
pub warmup_seconds: f32,
pub current_warmup: f32,
}
impl Default for Engine {
fn default() -> Self {
Self {
thrust_forward: 1.0,
thrust_back: 1.0,
thrust_sideways: 1.0,
reaction_wheels: 1.0,
engine_type: EngineType::Monopropellant,
warmup_seconds: 1.5,
current_warmup: 0.0,
}
}
}
#[derive(Component)]
pub struct Suit {
pub oxygen: f32,
pub power: f32,
pub oxygen_max: f32,
pub power_max: f32,
pub integrity: f32, // [0.0 - 1.0]
}
impl Default for Suit { fn default() -> Self { SUIT_SIMPLE } }
const SUIT_SIMPLE: Suit = Suit {
power: 1e5,
power_max: 1e5,
oxygen: nature::OXY_D,
oxygen_max: nature::OXY_D,
integrity: 1.0,
};
pub fn update_physics_lifeforms(
time: Res<Time>,
mut query: Query<(&mut LifeForm, &mut HitPoints, &mut Suit, &LinearVelocity)>,
) {
let d = time.delta_seconds();
for (mut lifeform, mut hp, mut suit, velocity) in query.iter_mut() {
if lifeform.adrenaline_jolt.abs() > 1e-3 {
lifeform.adrenaline_jolt *= 0.99;
}
else {
lifeform.adrenaline_jolt = 0.0
}
let speed = velocity.length();
if speed > 1000.0 {
lifeform.adrenaline += 0.001;
}
lifeform.adrenaline = (lifeform.adrenaline - 0.0001 + lifeform.adrenaline_jolt * 0.01).clamp(0.0, 1.0);
let mut oxygen_drain = nature::OXY_S;
let integr_threshold = 0.5;
if suit.integrity < integr_threshold {
// The oxygen drain from suit integrity scales with (2 - 2x)^4,
// which is a function with ~16 at x=0 and 0 at x=1.
// Furthermore, x is divided by the integrity threshold (e.g. 0.5)
// to squeeze the function horizontally, and change the range for
// the x parameter from [0-1] to [0-integritythreshold]
//
// 16 |.
// |.
// |'.
// | '.
// | '..
// |______''....
// x=0 x=1
let drain_scaling = (2.0 - 2.0 * suit.integrity / integr_threshold).powf(4.0);
oxygen_drain += suit.oxygen * 0.01 * drain_scaling;
}
suit.oxygen = (suit.oxygen - oxygen_drain*d).clamp(0.0, suit.oxygen_max);
if suit.oxygen <= 0.0 {
hp.damage += 1.0 * d;
}
}
}
pub fn handle_input(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
settings: ResMut<settings::Settings>,
q_talker: Query<(&chat::Talker, &Transform), (Without<actor::Player>, Without<Camera>)>,
player: Query<Entity, With<actor::Player>>,
q_camera: Query<&Transform, With<Camera>>,
q_vehicles: Query<(Entity, &Transform), (With<actor::Vehicle>, Without<actor::Player>, Without<Camera>)>,
mut ew_conv: EventWriter<chat::StartConversationEvent>,
mut ew_vehicle: EventWriter<VehicleEnterExitEvent>,
q_player_drives: Query<Entity, With<PlayerDrivesThis>>,
) {
if q_camera.is_empty() || player.is_empty() {
return;
}
let camtrans = q_camera.get_single().unwrap();
let player_entity = player.get_single().unwrap();
if keyboard_input.just_pressed(settings.key_interact) {
// Talking to people
let objects: Vec<(chat::Talker, &Transform)> = q_talker
.iter()
.map(|(talker, transform)| (talker.clone(), transform))
.collect();
// TODO: replace Transform.translation with Position
if let (Some(talker), dist) = camera::find_closest_target::<chat::Talker>(objects, camtrans) {
if dist <= MAX_TRANSMISSION_DISTANCE {
ew_conv.send(chat::StartConversationEvent{talker: talker.clone()});
}
}
// Entering Vehicles
if q_player_drives.is_empty() {
let objects: Vec<(Entity, &Transform)> = q_vehicles
.iter()
.collect();
if let (Some(entity), dist) = camera::find_closest_target::<Entity>(objects, camtrans) {
if dist <= MAX_INTERACT_DISTANCE {
commands.entity(entity).insert(ActorVehicleBeingEntered);
commands.entity(player_entity).insert(ActorEnteringVehicle);
ew_vehicle.send(VehicleEnterExitEvent{
vehicle: entity,
driver: player_entity,
is_entering: q_player_drives.is_empty(),
is_player: true,
});
}
}
}
}
else if keyboard_input.just_pressed(settings.key_vehicle) {
// Exiting Vehicles
for vehicle_entity in &q_player_drives {
commands.entity(vehicle_entity).insert(ActorVehicleBeingEntered);
commands.entity(player_entity).insert(ActorEnteringVehicle);
ew_vehicle.send(VehicleEnterExitEvent{
vehicle: vehicle_entity,
driver: player_entity,
is_entering: false,
is_player: true,
});
break;
}
}
}
pub fn handle_vehicle_enter_exit(
mut commands: Commands,
mut er_vehicle: EventReader<VehicleEnterExitEvent>,
mut q_drivers: Query<(Entity, &mut Visibility, Option<&Collider>), (Without<ActorVehicleBeingEntered>, With<ActorEnteringVehicle>)>,
mut q_vehicles: Query<(Entity, &mut Vehicle, &mut Visibility), (With<ActorVehicleBeingEntered>, Without<ActorEnteringVehicle>)>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
) {
for event in er_vehicle.read() {
for (driver, mut driver_vis, driver_collider) in q_drivers.iter_mut() {
if driver == event.driver {
for (vehicle, mut vehicle_component, mut vehicle_vis) in q_vehicles.iter_mut() {
if !event.is_player {
continue;
}
if vehicle == event.vehicle {
if event.is_entering {
// Entering Vehicle
if let Some(collider) = driver_collider {
vehicle_component.stored_drivers_collider = Some(collider.clone());
}
commands.entity(driver).remove::<RigidBody>();
*driver_vis = Visibility::Hidden; //seems to have no effect...
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::EnterVehicle));
commands.entity(driver).remove::<PlayerCamera>();
commands.entity(driver).remove::<Collider>();
commands.entity(vehicle).insert(PlayerCamera);
commands.entity(vehicle).insert(PlayerDrivesThis);
}
else {
// Exiting Vehicle
if let Some(collider) = &vehicle_component.stored_drivers_collider {
commands.entity(driver).insert(collider.clone());
}
commands.entity(driver).insert(RigidBody::Dynamic);
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
commands.entity(vehicle).remove::<PlayerCamera>();
commands.entity(driver).insert(PlayerCamera);
commands.entity(vehicle).remove::<PlayerDrivesThis>();
*vehicle_vis = Visibility::Visible;
}
}
}
}
}
}
}
fn handle_collisions(
mut collision_event_reader: EventReader<CollisionStarted>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
q_player: Query<(Entity, Option<&Player>), With<PlayerCamera>>,
mut q_player_lifeform: Query<(&mut LifeForm, &mut Suit), With<Player>>,
) {
if let (Ok((player, player_maybe)), Ok((mut lifeform, mut suit))) = (q_player.get_single(), q_player_lifeform.get_single_mut()) {
for CollisionStarted(entity1, entity2) in collision_event_reader.read() {
if *entity1 == player || *entity2 == player {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Crash));
lifeform.adrenaline_jolt += 0.1;
if player_maybe.is_some() {
suit.integrity -= 0.03;
}
}
}
}
}
fn handle_wants_maxrotation(
//time: Res<Time>,
mut query: Query<(&mut AngularVelocity, &Engine, &WantsMaxRotation)>,
) {
let epsilon = 0.0001;
//let d = time.delta_seconds();
for (mut v_ang, engine, maxrot) in &mut query {
let total = v_ang.0.length();
if total <= maxrot.0 + epsilon {
if total > maxrot.0 {
v_ang.0 = DVec3::splat(0.0);
}
}
else {
let angular_slowdown: f64 = (2.0 - engine.reaction_wheels.powf(0.01).clamp(1.001, 1.1)) as f64;
v_ang.0 *= angular_slowdown;
}
}
}
fn handle_wants_maxvelocity(
time: Res<Time>,
mut query: Query<(&mut LinearVelocity, &Engine, &WantsMaxVelocity)>,
) {
let dt = time.delta_seconds();
let epsilon = 0.0001;
for (mut v, engine, maxv) in &mut query {
let total = v.0.length();
if total <= maxv.0 + epsilon {
if total > maxv.0 {
v.0 = DVec3::splat(0.0);
}
// already not moving
continue;
}
// TODO: respect engine parameters for different thrusts for different directions
let avg_thrust = (engine.thrust_forward + engine.thrust_back + engine.thrust_sideways) / 3.0;
let acceleration = (avg_thrust * dt) as f64 * -v.0;
v.0 += acceleration;
if v.0.length() + epsilon < acceleration.length() {
v.0 = DVec3::splat(0.0);
}
}
}
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>)>,
ew_spawn: EventWriter<commands::SpawnEvent>,
mut scene_spawner: ResMut<SceneSpawner>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
mut ew_effect: EventWriter<effects::SpawnEffectEvent>,
mut log: ResMut<hud::Log>,
settings: Res<settings::Settings>,
) {
for _ in er_playerdies.read() {
if settings.god_mode {
return;
}
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();
//cmd.run_system(commands::load_defs); // why is it so complicated to get SystemId?
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::WakeUp));
ew_effect.send(effects::SpawnEffectEvent {
class: effects::Effects::FadeIn(Color::MAROON),
duration: 1.0,
});
commands::load_defs(ew_spawn);
return;
}
}
fn handle_damage(
mut ew_playerdies: EventWriter<PlayerDiesEvent>,
mut q_hp: Query<(&mut HitPoints, Option<&Player>), Changed<HitPoints>>,
settings: Res<settings::Settings>,
) {
for (mut hp, player_maybe) in &mut q_hp {
if player_maybe.is_some() {
if !settings.god_mode {
hp.current -= hp.damage;
}
if hp.current <= 0.0 {
ew_playerdies.send(PlayerDiesEvent);
}
}
else {
hp.current -= hp.damage;
}
hp.damage = 0.0;
}
}
fn handle_gforce(
time: Res<Time>,
mut q_actor: Query<(&LinearVelocity, &mut HitPoints, &mut ExperiencesGForce)>,
) {
let dt = time.delta_seconds();
let factor = 1.0 / dt / nature::EARTH_GRAVITY;
for (v, mut hp, mut gforce) in &mut q_actor {
gforce.gforce = factor * (v.0 - gforce.last_linear_velocity).length() as f32;
gforce.last_linear_velocity = v.0;
if gforce.ignore_gforce_seconds > 0.0 {
gforce.ignore_gforce_seconds -= dt;
continue;
}
if gforce.gforce > gforce.damage_threshold {
hp.damage += (gforce.gforce - gforce.damage_threshold).powf(2.0) / 3000.0;
}
if gforce.visual_effect > 0.0001 {
gforce.visual_effect *= 0.984;
}
else if gforce.visual_effect > 0.0 {
gforce.visual_effect = 0.0;
}
if gforce.gforce > gforce.visual_effect_threshold {
gforce.visual_effect += (gforce.gforce - gforce.visual_effect_threshold).powf(2.0) / 300000.0
}
}
}

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@ -1,216 +0,0 @@
use bevy::prelude::*;
use bevy::audio::{PlaybackMode, Volume};
use crate::settings;
const ASSET_CLICK: &str = "sounds/click-button-140881-crop.ogg";
const ASSET_SWITCH: &str = "sounds/typosonic-typing-192811-crop.ogg";
const ASSET_INCOMING_MESSAGE: &str = "sounds/connect.ogg";
const ASSET_PING: &str = "sounds/connect.ogg";
const ASSET_CONNECT: &str = "sounds/connect.ogg";
const ASSET_BGM: &str = "music/Aleksey Chistilin - Cinematic Cello.ogg";
const ASSET_THRUSTER: &str = "sounds/thruster.ogg";
const ASSET_ROCKET: &str = "sounds/rocket.ogg";
const ASSET_ION: &str = "sounds/ion.ogg";
const ASSET_WAKEUP: &str = "sounds/wakeup.ogg";
const ASSET_BIKESTART: &str = "sounds/bikestart.ogg";
const ASSET_CRASH: &str = "sounds/crash.ogg";
const ASSET_ELECTRICMOTOR: &str = "sounds/electricmotor.ogg";
pub struct AudioPlugin;
impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Update, toggle_bgm);
app.add_systems(PostUpdate, play_sfx);
app.add_systems(PostUpdate, update_music);
app.add_event::<PlaySfxEvent>();
app.add_event::<ToggleMusicEvent>();
}
}
pub enum Sfx {
IncomingChatMessage,
Click,
Switch,
Ping,
Connect,
EnterVehicle,
Crash,
WakeUp,
None,
}
#[derive(Event)] pub struct PlaySfxEvent(pub Sfx);
#[derive(Event)] pub struct ToggleMusicEvent();
#[derive(Component)] pub struct ComponentBGM;
#[derive(Component)] pub struct ComponentThrusterSound;
#[derive(Component)] pub struct ComponentRocketSound;
#[derive(Component)] pub struct ComponentIonSound;
#[derive(Component)] pub struct ComponentElectricMotorSound;
#[derive(Component)] struct SoundBGM(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundClick(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundSwitch(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundIncomingMessage(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundPing(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundConnect(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundBikeStart(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundCrash(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundWakeUp(Handle<AudioSource>);
pub fn setup(
mut commands: Commands,
settings: Res<settings::Settings>,
asset_server: Res<AssetServer>,
) {
commands.spawn((
ComponentBGM,
AudioBundle {
source: SoundBGM(asset_server.load(ASSET_BGM)).0.clone(),
settings: PlaybackSettings {
mode: PlaybackMode::Loop,
paused: settings.hud_active || settings.mute_music,
..default()
},
},
));
commands.spawn((
ComponentThrusterSound,
AudioBundle {
source: asset_server.load(ASSET_THRUSTER),
settings: PlaybackSettings {
mode: PlaybackMode::Loop,
paused: true,
..default()
},
},
));
commands.spawn((
ComponentRocketSound,
AudioBundle {
source: asset_server.load(ASSET_ROCKET),
settings: PlaybackSettings {
mode: PlaybackMode::Loop,
paused: true,
..default()
},
},
));
commands.spawn((
ComponentIonSound,
AudioBundle {
source: asset_server.load(ASSET_ION),
settings: PlaybackSettings {
mode: PlaybackMode::Loop,
paused: true,
..default()
},
},
));
commands.spawn((
ComponentElectricMotorSound,
AudioBundle {
source: asset_server.load(ASSET_ELECTRICMOTOR),
settings: PlaybackSettings {
mode: PlaybackMode::Loop,
volume: Volume::new(0.5),
paused: true,
..default()
},
},
));
commands.insert_resource(SoundClick(asset_server.load(ASSET_CLICK)));
commands.insert_resource(SoundSwitch(asset_server.load(ASSET_SWITCH)));
commands.insert_resource(SoundIncomingMessage(asset_server.load(ASSET_INCOMING_MESSAGE)));
commands.insert_resource(SoundPing(asset_server.load(ASSET_PING)));
commands.insert_resource(SoundConnect(asset_server.load(ASSET_CONNECT)));
commands.insert_resource(SoundBikeStart(asset_server.load(ASSET_BIKESTART)));
commands.insert_resource(SoundCrash(asset_server.load(ASSET_CRASH)));
commands.insert_resource(SoundWakeUp(asset_server.load(ASSET_WAKEUP)));
}
pub fn toggle_bgm(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut evwriter_toggle: EventWriter<ToggleMusicEvent>,
mut evwriter_sfx: EventWriter<PlaySfxEvent>,
mut settings: ResMut<settings::Settings>,
) {
if keyboard_input.just_pressed(KeyCode::KeyT) {
settings.mute_music ^= true;
evwriter_sfx.send(PlaySfxEvent(Sfx::Click));
evwriter_toggle.send(ToggleMusicEvent());
}
if keyboard_input.just_pressed(KeyCode::KeyM) {
settings.mute_sfx ^= true;
evwriter_sfx.send(PlaySfxEvent(Sfx::Click));
evwriter_toggle.send(ToggleMusicEvent());
}
}
pub fn play_sfx(
mut commands: Commands,
settings: Res<settings::Settings>,
mut events_sfx: EventReader<PlaySfxEvent>,
sound_click: Res<SoundClick>,
sound_switch: Res<SoundSwitch>,
sound_incoming_message: Res<SoundIncomingMessage>,
sound_ping: Res<SoundPing>,
sound_connect: Res<SoundConnect>,
sound_bikestart: Res<SoundBikeStart>,
sound_crash: Res<SoundCrash>,
sound_wakeup: Res<SoundWakeUp>,
) {
if settings.mute_sfx && !events_sfx.is_empty() {
events_sfx.clear();
}
for sfx in events_sfx.read() {
match sfx.0 {
Sfx::None => { continue; }
_ => {}
}
commands.spawn(AudioBundle {
source: match sfx.0 {
Sfx::Switch => sound_switch.0.clone(),
Sfx::Click => sound_click.0.clone(),
Sfx::IncomingChatMessage => sound_incoming_message.0.clone(),
Sfx::Ping => sound_ping.0.clone(),
Sfx::Connect => sound_connect.0.clone(),
Sfx::EnterVehicle => sound_bikestart.0.clone(),
Sfx::Crash => sound_crash.0.clone(),
Sfx::WakeUp => sound_wakeup.0.clone(),
Sfx::None => sound_ping.0.clone(),
},
settings: PlaybackSettings::DESPAWN,
});
}
}
pub fn str2sfx(sfx_label: &str) -> Sfx {
return match sfx_label {
"switch" => Sfx::Switch,
"click" => Sfx::Click,
"chat" => Sfx::IncomingChatMessage,
"ping" => Sfx::Ping,
"connect" => Sfx::Connect,
"entervehicle" => Sfx::EnterVehicle,
"crash" => Sfx::Crash,
_ => Sfx::None,
};
}
pub fn update_music(
mut events: EventReader<ToggleMusicEvent>,
bgm_controller: Query<&AudioSink, With<ComponentBGM>>,
settings: Res<settings::Settings>,
) {
if !events.is_empty() {
events.clear();
if let Ok(bgm_sink) = bgm_controller.get_single() {
if settings.mute_music {
bgm_sink.pause();
}
else {
bgm_sink.play();
}
}
}
}

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@ -1,419 +0,0 @@
use bevy::prelude::*;
use bevy::input::mouse::MouseMotion;
use bevy::window::PrimaryWindow;
use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
use bevy::core_pipeline::tonemapping::Tonemapping;
use bevy::pbr::CascadeShadowConfigBuilder;
use bevy::transform::TransformSystem;
use bevy::math::{DVec3, DQuat};
use bevy_xpbd_3d::prelude::*;
use std::f32::consts::PI;
use crate::{actor, audio, hud, settings};
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup_camera);
app.add_systems(Update, handle_input);
app.add_systems(Update, manage_player_actor.after(handle_input));
app.add_systems(PostUpdate, sync_camera_to_player
.after(PhysicsSet::Sync)
.after(apply_input_to_player)
.before(TransformSystem::TransformPropagate));
app.add_systems(Update, update_fov);
app.add_systems(PostUpdate, apply_input_to_player
.after(PhysicsSet::Sync)
.before(TransformSystem::TransformPropagate));
}
}
pub fn setup_camera(
mut commands: Commands,
) {
// Add player
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true, // HDR is required for bloom
clear_color: ClearColorConfig::Custom(Color::BLACK),
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
BloomSettings {
composite_mode: BloomCompositeMode::EnergyConserving,
..default()
},
));
// Add Light from the Sun
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 1000.0,
shadows_enabled: false,
..default()
},
transform: Transform::from_rotation(Quat::from_rotation_y(PI/2.0)),
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 7.0,
maximum_distance: 25.0,
..default()
}
.into(),
..default()
});
}
pub fn sync_camera_to_player(
settings: Res<settings::Settings>,
mut q_camera: Query<&mut Transform, (With<Camera>, Without<actor::PlayerCamera>)>,
q_playercam: Query<(&actor::Actor, &Transform), (With<actor::PlayerCamera>, Without<Camera>)>,
) {
if q_camera.is_empty() || q_playercam.is_empty() {
return;
}
let mut camera_transform = q_camera.get_single_mut().unwrap();
let (actor, player_transform) = q_playercam.get_single().unwrap();
// Rotation
camera_transform.rotation = player_transform.rotation * Quat::from_array([0.0, -1.0, 0.0, 0.0]);
// Translation
if settings.third_person {
camera_transform.translation = player_transform.translation + camera_transform.rotation * (actor.camdistance * Vec3::new(0.0, 0.2, 1.0));
}
else {
camera_transform.translation = player_transform.translation;
}
}
pub fn update_fov(
q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>,
mouse_input: Res<ButtonInput<MouseButton>>,
mut settings: ResMut<settings::Settings>,
mut q_camera: Query<&mut Projection, With<Camera>>,
) {
if let (Ok(gforce), Ok(mut projection)) = (q_player.get_single(), q_camera.get_single_mut())
{
let fov: f32;
if settings.hud_active && mouse_input.pressed(settings.key_zoom) {
fov = settings.zoom_fov.to_radians();
if !settings.is_zooming {
settings.is_zooming = true;
}
} else {
fov = (gforce.visual_effect * settings.fov_highspeed + settings.fov).to_radians();
if settings.is_zooming {
settings.is_zooming = false;
}
};
*projection = Projection::Perspective(PerspectiveProjection { fov: fov, ..default() });
}
}
pub fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<settings::Settings>,
) {
if keyboard_input.just_pressed(settings.key_camera) {
settings.third_person ^= true;
}
}
fn manage_player_actor(
settings: Res<settings::Settings>,
mut q_playercam: Query<&mut Visibility, With<actor::PlayerCamera>>,
mut q_hiddenplayer: Query<(&mut Visibility, &mut Position, &mut Rotation, &mut LinearVelocity, &mut AngularVelocity), (With<actor::Player>, Without<actor::PlayerCamera>)>,
q_ride: Query<(&Transform, &Position, &Rotation, &LinearVelocity, &AngularVelocity), (With<actor::PlayerDrivesThis>, Without<actor::Player>)>,
) {
for mut vis in &mut q_playercam {
if settings.third_person {
*vis = Visibility::Inherited;
}
else {
*vis = Visibility::Hidden;
}
}
for (mut vis, mut pos, mut rot, mut v, mut angv) in &mut q_hiddenplayer {
// If we are riding a vehicle, place the player at the position where
// it would be after exiting the vehicle.
// I would rather place it in the center of the vehicle, but at the time
// of writing, I couldn't set the position/rotation of the player *during*
// exiting the vehicle, so I'm doing it here instead, as a workaround.
*vis = Visibility::Hidden;
if let Ok((ride_trans, ride_pos, ride_rot, ride_v, ride_angv)) = q_ride.get_single() {
pos.0 = ride_pos.0 + DVec3::from(ride_trans.rotation * Vec3::new(0.0, 0.0, ride_trans.scale.z * 2.0));
rot.0 = ride_rot.0 * DQuat::from_array([-1.0, 0.0, 0.0, 0.0]);
*v = ride_v.clone();
*angv = ride_angv.clone();
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn apply_input_to_player(
time: Res<Time>,
settings: Res<settings::Settings>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
mut mouse_events: EventReader<MouseMotion>,
key_input: Res<ButtonInput<KeyCode>>,
thruster_sound_controller: Query<&AudioSink, With<audio::ComponentThrusterSound>>,
rocket_sound_controller: Query<&AudioSink, With<audio::ComponentRocketSound>>,
ion_sound_controller: Query<&AudioSink, With<audio::ComponentIonSound>>,
electricmotor_sound_controller: Query<&AudioSink, With<audio::ComponentElectricMotorSound>>,
q_target: Query<&LinearVelocity, (With<hud::IsTargeted>, Without<actor::PlayerCamera>)>,
mut q_playercam: Query<(
&Transform,
&mut actor::Engine,
&mut AngularVelocity,
&mut LinearVelocity,
&mut ExternalTorque,
), (With<actor::PlayerCamera>, Without<Camera>)>,
) {
let dt = time.delta_seconds();
let mut play_thruster_sound = false;
let mut axis_input: DVec3 = DVec3::ZERO;
let window_result = windows.get_single_mut();
let mut focused = true;
if window_result.is_ok() {
focused = window_result.unwrap().focused;
}
let target_v: DVec3 = if let Ok(target) = q_target.get_single() {
target.0
} else {
DVec3::splat(0.0)
};
if let Ok((player_transform, mut engine, mut angularvelocity, mut v, mut torque)) = q_playercam.get_single_mut() {
// Handle key input
if focused {
if key_input.pressed(settings.key_forward) {
axis_input.z += 1.2;
}
if key_input.pressed(settings.key_back) {
axis_input.z -= 1.2;
}
if key_input.pressed(settings.key_right) {
axis_input.x -= 1.2;
}
if key_input.pressed(settings.key_left) {
axis_input.x += 1.2;
}
if key_input.pressed(settings.key_up) {
axis_input.y += 1.2;
}
if key_input.pressed(settings.key_down) {
axis_input.y -= 1.2;
}
if key_input.pressed(settings.key_stop) {
let stop_direction = (target_v - v.0).normalize();
if stop_direction.length_squared() > 0.3 {
axis_input += 1.0 * DVec3::from(player_transform.rotation.inverse() * stop_direction.as_vec3());
}
}
}
// In typical games we would normalize the input vector so that diagonal movement is as
// fast as forward or sideways movement. But here, we merely clamp each direction to an
// absolute maximum of 1, since every thruster can be used separately. If the forward
// thrusters and the leftward thrusters are active at the same time, then of course the
// total diagonal acceleration is faster than the forward acceleration alone.
axis_input = axis_input.clamp(DVec3::splat(-1.0), DVec3::splat(1.0));
// Apply movement update
let forward_factor = engine.current_warmup * (if axis_input.z > 0.0 {
engine.thrust_forward
} else {
engine.thrust_back
});
let right_factor = engine.thrust_sideways * engine.current_warmup;
let up_factor = engine.thrust_sideways * engine.current_warmup;
let factor = DVec3::new(right_factor as f64, up_factor as f64, forward_factor as f64);
if axis_input.length_squared() > 0.003 {
let acceleration_global: DVec3 = DVec3::from(player_transform.rotation * (axis_input * factor).as_vec3());
let mut acceleration_total: DVec3 = (actor::ENGINE_SPEED_FACTOR * dt) as f64 * acceleration_global;
let threshold = 1e-5;
if key_input.pressed(settings.key_stop) {
// Decelerate (or match velocity to target_v)
let dv = v.0 - target_v;
for i in 0..3 {
if dv[i].abs() < threshold {
v[i] = target_v[i];
}
else if dv[i].signum() != (dv[i] + acceleration_total[i]).signum() {
// Almost stopped, but we overshot v=0
v[i] = target_v[i];
acceleration_total[i] = 0.0;
}
}
}
v.0 += acceleration_total;
engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
play_thruster_sound = true;
}
else {
engine.current_warmup = (engine.current_warmup - dt / engine.warmup_seconds).clamp(0.0, 1.0);
}
// Handle mouse input and mouse-like key bindings
let mut play_reactionwheel_sound = false;
let mut mouse_delta = Vec2::ZERO;
let mut pitch_yaw_rot = Vec3::ZERO;
let sensitivity_factor = if settings.is_zooming { settings.zoom_sensitivity_factor } else { 1.0 };
let mouseless_sensitivity = 40.0 * sensitivity_factor;
if key_input.pressed(settings.key_mouseup) {
pitch_yaw_rot[0] -= mouseless_sensitivity;
}
if key_input.pressed(settings.key_mousedown) {
pitch_yaw_rot[0] += mouseless_sensitivity;
}
if key_input.pressed(settings.key_mouseleft) {
pitch_yaw_rot[1] += mouseless_sensitivity; }
if key_input.pressed(settings.key_mouseright) {
pitch_yaw_rot[1] -= mouseless_sensitivity;
}
if key_input.pressed(settings.key_rotateleft) {
pitch_yaw_rot[2] -= mouseless_sensitivity;
}
if key_input.pressed(settings.key_rotateright) {
pitch_yaw_rot[2] += mouseless_sensitivity;
}
for mouse_event in mouse_events.read() {
mouse_delta += mouse_event.delta;
}
if mouse_delta != Vec2::ZERO {
if key_input.pressed(settings.key_rotate) {
pitch_yaw_rot[2] += mouse_delta.x;
} else {
pitch_yaw_rot[0] += mouse_delta.y;
pitch_yaw_rot[1] -= mouse_delta.x;
}
}
let angular_slowdown: f64 = (2.0 - engine.reaction_wheels.powf(0.01).clamp(1.001, 1.1)) as f64;
if pitch_yaw_rot.length_squared() > 1.0e-18 {
play_reactionwheel_sound = true;
pitch_yaw_rot *= settings.mouse_sensitivity * sensitivity_factor * engine.reaction_wheels;
torque.apply_torque(DVec3::from(
player_transform.rotation * Vec3::new(
pitch_yaw_rot[0] * 2.0,
pitch_yaw_rot[1],
pitch_yaw_rot[2])));
angularvelocity.0 *= angular_slowdown.clamp(0.97, 1.0) as f64;
}
else {
if angularvelocity.length_squared() > 1.0e-18 {
angularvelocity.0 *= angular_slowdown;
}
else {
angularvelocity.0 = DVec3::splat(0.0);
}
}
// Play sound effects
if let Ok(sink) = electricmotor_sound_controller.get_single() {
let volume = sink.volume();
let speed = sink.speed();
let action = pitch_yaw_rot.length_squared().powf(0.2) * 0.0005;
if play_reactionwheel_sound && !settings.mute_sfx {
sink.set_volume((volume + action).clamp(0.0, 1.0));
sink.set_speed((speed + action * 0.2).clamp(0.2, 0.5));
sink.play()
} else {
if volume <= 0.01 {
sink.pause()
} else {
sink.set_volume((volume - 0.01).clamp(0.0, 1.0));
sink.set_speed((speed - 0.03).clamp(0.2, 0.5));
}
}
}
if let Ok(sink) = thruster_sound_controller.get_single() {
if play_thruster_sound && !settings.mute_sfx && engine.engine_type == actor::EngineType::Monopropellant {
sink.play()
} else {
sink.pause()
}
}
if let Ok(sink) = rocket_sound_controller.get_single() {
if play_thruster_sound && !settings.mute_sfx && engine.engine_type == actor::EngineType::Rocket {
sink.play()
} else {
sink.pause()
}
}
if let Ok(sink) = ion_sound_controller.get_single() {
if play_thruster_sound && !settings.mute_sfx && engine.engine_type == actor::EngineType::Ion {
sink.play()
} else {
sink.pause()
}
}
}
}
// Find the closest world object that the player is looking at
#[inline]
pub fn find_closest_target<TargetSpecifier>(
objects: Vec<(TargetSpecifier, &Transform)>,
camera_transform: &Transform,
) -> (Option<TargetSpecifier>, f32)
where TargetSpecifier: Clone
{
let mut closest_entity: Option<TargetSpecifier> = None;
let mut closest_distance: f32 = f32::MAX;
let target_vector: Vec3 = (camera_transform.rotation * Vec3::new(0.0, 0.0, -1.0))
.normalize_or_zero();
for (entity, trans) in objects {
// Use Transform instead of Position because we're basing this
// not on the player mesh but on the camera, which doesn't have a position.
let (angular_diameter, angle, distance) = calc_angular_diameter_known_target_vector(
trans, camera_transform, &target_vector);
if angle <= angular_diameter.clamp(0.001, PI) {
// It's in the field of view!
//commands.entity(entity).insert(IsTargeted);
if distance < closest_distance {
closest_distance = distance;
closest_entity = Some(entity);
}
}
}
return (closest_entity, closest_distance);
}
#[inline]
pub fn calc_angular_diameter_known_target_vector(
target: &Transform,
camera: &Transform,
target_vector: &Vec3,
) -> (f32, f32, f32) {
let pos_vector: Vec3 = (target.translation - camera.translation)
.normalize_or_zero();
let cosine_of_angle: f32 = target_vector.dot(pos_vector);
let angle: f32 = cosine_of_angle.acos();
let distance: f32 = target.translation.distance(camera.translation);
let leeway: f32 = 1.3;
let angular_diameter: f32 = if distance > 0.0 {
// Angular Diameter
leeway * (target.scale[0] / distance).asin()
}
else {
0.0
};
return (angular_diameter, angle, distance);
}
#[inline]
pub fn calc_angular_diameter(
target: &Transform,
camera: &Transform,
) -> (f32, f32, f32) {
let target_vector: Vec3 = (camera.rotation * Vec3::new(0.0, 0.0, -1.0))
.normalize_or_zero();
return calc_angular_diameter_known_target_vector(target, camera, &target_vector);
}

View file

@ -1,359 +0,0 @@
use bevy::prelude::*;
use crate::{actor, audio, hud, settings, world};
pub struct ChatPlugin;
impl Plugin for ChatPlugin {
fn build(&self, app: &mut App) {
app.register_type::<ChatBranch>();
app.add_systems(Update, (
handle_new_conversations,
handle_reply_keys,
handle_send_messages,
handle_conversations,
handle_chat_scripts,
));
app.add_systems(PostUpdate, despawn_old_choices);
app.add_event::<StartConversationEvent>();
app.add_event::<SendMessageEvent>();
app.add_event::<ChatScriptEvent>();
}
}
#[derive(Event)]
pub struct StartConversationEvent {
pub talker: Talker,
}
#[derive(Event)]
pub struct SendMessageEvent {
pub conv_id: String,
pub conv_label: String,
pub text: String,
}
#[derive(Event)]
pub struct ChatScriptEvent {
name: String,
param: String,
param2: String,
}
#[derive(Debug)]
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
pub struct ChatBranch {
pub id: String,
pub name: String,
pub label: String,
pub delay: f64,
pub sound: String,
pub level: String,
pub reply: String,
pub goto: String,
pub choice: String,
pub script: String,
pub script_parameter: String,
pub script_parameter2: String,
}
#[derive(Component)]
pub struct Chat {
pub id: String,
pub label: String,
pub timer: f64,
}
#[derive(Component)]
pub struct ChoiceAvailable {
pub conv_id: String,
pub conv_label: String,
pub recipient: String,
pub text: String,
}
#[derive(Component)]
#[derive(Clone)]
pub struct Talker {
pub pronoun: String,
pub conv_id: String,
}
impl Default for Talker { fn default() -> Self { Self {
pronoun: "they/them".to_string(),
conv_id: "error".to_string(),
}}}
pub fn handle_new_conversations(
mut commands: Commands,
mut er_conv: EventReader<StartConversationEvent>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
q_conv: Query<&Chat>,
time: Res<Time>,
) {
let label = "INIT";
for event in er_conv.read() {
// check for existing chats with this id
let id = &event.talker.conv_id;
let chats: Vec<&Chat> = q_conv.iter().filter(|c| c.id == *id).collect();
if chats.len() > 0 {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Ping));
continue;
}
// no existing chats yet, let's create a new one
commands.spawn((
Chat {
id: id.to_string(),
label: label.to_string(),
timer: time.elapsed_seconds_f64(),
},
world::DespawnOnPlayerDeath,
));
break;
}
}
fn handle_reply_keys(
keyboard_input: Res<ButtonInput<KeyCode>>,
settings: ResMut<settings::Settings>,
q_choices: Query<&ChoiceAvailable>,
mut evwriter_sendmsg: EventWriter<SendMessageEvent>,
mut evwriter_sfx: EventWriter<audio::PlaySfxEvent>,
) {
let mut selected_choice = 1;
'outer: for key in settings.get_reply_keys() {
if keyboard_input.just_pressed(key) {
let mut count = 1;
for choice in &q_choices {
if count == selected_choice {
evwriter_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
evwriter_sendmsg.send(SendMessageEvent {
conv_id: choice.conv_id.clone(),
conv_label: choice.conv_label.clone(),
text: choice.text.clone(),
});
break 'outer;
}
count += 1;
}
}
selected_choice += 1;
}
}
pub fn handle_send_messages(
mut commands: Commands,
mut er_sendmsg: EventReader<SendMessageEvent>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
mut ew_chatscript: EventWriter<ChatScriptEvent>,
mut q_conv: Query<(Entity, &mut Chat)>,
time: Res<Time>,
chat_branches: Query<&ChatBranch>,
mut log: ResMut<hud::Log>,
) {
let now = time.elapsed_seconds_f64();
for event in er_sendmsg.read() {
for (entity, mut chat) in &mut q_conv {
if chat.id != event.conv_id {
continue;
}
if event.conv_label == "EXIT" {
info!("Despawning chat.");
commands.entity(entity).despawn();
continue;
}
let branches: Vec<&ChatBranch> = chat_branches.iter()
.filter(|branch| branch.id == event.conv_id
&& branch.label == event.conv_label
&& branch.choice == event.text)
.collect();
if branches.len() != 1 {
error!("Expected 1 branch with ID '{}', label '{}', choice '{}', but got {}! Aborting conversation.", event.conv_id, event.conv_label, event.text, branches.len());
continue;
}
let branch = branches[0];
// TODO despawn the choices
if !branch.reply.is_empty() {
match branch.level.as_str() {
"chat" => log.chat(branch.reply.clone(), branch.name.clone()),
"info" => log.info(branch.reply.clone()),
"warn" => log.warning(branch.reply.clone()),
_ => (),
}
}
chat.label = branch.goto.clone();
chat.timer = now + branch.delay;
if branch.sound != "" {
let sfx = audio::str2sfx(branch.sound.as_str());
ew_sfx.send(audio::PlaySfxEvent(sfx));
}
let choices: Vec<&ChatBranch> = chat_branches.iter()
.filter(|branch| branch.id == chat.id && branch.label == chat.label)
.collect();
for choice in choices {
if choice.choice.as_str() != hud::CHOICE_NONE {
commands.spawn((
ChoiceAvailable {
conv_id: choice.id.clone(),
conv_label: choice.label.clone(),
recipient: choice.name.clone(),
text: choice.choice.clone(),
},
world::DespawnOnPlayerDeath,
));
}
}
if !branch.script.is_empty() {
ew_chatscript.send(ChatScriptEvent {
name: branch.script.clone(),
param: branch.script_parameter.clone(),
param2: branch.script_parameter2.clone(),
});
}
}
break; // let's only handle one of these per frame
}
}
pub fn handle_conversations(
mut commands: Commands,
mut log: ResMut<hud::Log>,
mut q_conv: Query<(Entity, &mut Chat)>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
mut ew_chatscript: EventWriter<ChatScriptEvent>,
time: Res<Time>,
chat_branches: Query<&ChatBranch>, // TODO: use Table for faster iteration?
) {
let now = time.elapsed_seconds_f64();
for (entity, mut chat) in &mut q_conv {
if chat.label == "EXIT" {
info!("Despawning chat.");
commands.entity(entity).despawn();
continue;
}
if now < chat.timer {
continue;
}
let branches: Vec<&ChatBranch> = chat_branches.iter()
.filter(|branch| branch.id == chat.id
&& branch.label == chat.label
&& branch.choice == "")
.collect();
if branches.len() != 1 {
error!("Expected 1 branch with ID '{}' and label '{}', but got {}! Aborting conversation.", chat.id, chat.label, branches.len());
continue;
}
let branch = branches[0];
if !branch.reply.is_empty() {
match branch.level.as_str() {
"chat" => log.chat(branch.reply.clone(), branch.name.clone()),
"info" => log.info(branch.reply.clone()),
"warn" => log.warning(branch.reply.clone()),
_ => (),
}
}
if chat.label == "EXIT" {
// TODO: isn't this dead code?
continue;
}
chat.label = branch.goto.clone();
if branch.sound != "" {
let sfx = audio::str2sfx(branch.sound.as_str());
ew_sfx.send(audio::PlaySfxEvent(sfx));
}
chat.timer = now + branch.delay;
let choices: Vec<&ChatBranch> = chat_branches.iter()
.filter(|branch| branch.id == chat.id && branch.label == chat.label)
.collect();
for choice in choices {
if choice.choice.as_str() != hud::CHOICE_NONE {
commands.spawn((
ChoiceAvailable {
conv_id: choice.id.clone(),
conv_label: choice.label.clone(),
recipient: choice.name.clone(),
text: choice.choice.clone(),
},
world::DespawnOnPlayerDeath,
));
}
}
if !branch.script.is_empty() {
ew_chatscript.send(ChatScriptEvent {
name: branch.script.clone(),
param: branch.script_parameter.clone(),
param2: branch.script_parameter2.clone(),
});
}
}
}
pub fn handle_chat_scripts(
mut er_chatscript: EventReader<ChatScriptEvent>,
mut q_actor: Query<(&mut actor::Actor, &mut actor::Suit), Without<actor::Player>>,
mut q_player: Query<(&mut actor::Actor, &mut actor::Suit), With<actor::Player>>,
) {
for script in er_chatscript.read() {
match script.name.as_str() {
"refilloxygen" => if let Ok(mut amount) = script.param.parse::<f32>() {
for (mut _actor, mut suit) in q_player.iter_mut() {
if script.param2.is_empty() {
suit.oxygen = (suit.oxygen + amount).clamp(0.0, suit.oxygen_max);
}
else {
let mut found_other = false;
info!("param2={}", script.param2);
for (other_actor, mut other_suit) in q_actor.iter_mut() {
if !other_actor.id.is_empty() {
info!("ID={}", other_actor.id);
}
if other_actor.id == script.param2 {
found_other = true;
amount = amount
.clamp(0.0, other_suit.oxygen)
.clamp(0.0, suit.oxygen_max - suit.oxygen);
other_suit.oxygen = other_suit.oxygen - amount;
suit.oxygen = (suit.oxygen + amount).clamp(0.0, suit.oxygen_max);
break;
}
}
if !found_other {
error!("Script error: could not find actor with ID `{}`", script.param2);
}
}
}
} else {
error!("Invalid parameter for command `{}`: `{}`", script.name, script.param);
}
_ => {}
}
}
}
fn despawn_old_choices(
mut commands: Commands,
q_conv: Query<&Chat>,
q_choices: Query<(Entity, &ChoiceAvailable)>,
) {
let chats: Vec<&Chat> = q_conv.iter().collect();
'outer: for (entity, choice) in &q_choices {
// Let's see if this choice still has a chat in the appropriate state
for chat in &chats {
if choice.conv_id == chat.id && choice.conv_label == chat.label {
continue 'outer;
}
}
// Despawn the choice, since no matching chat was found
commands.entity(entity).despawn();
}
}

View file

@ -1,704 +0,0 @@
// This plugin loads "defs.txt" and applies the therein contained commands
extern crate regex;
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use bevy::math::DVec3;
use crate::{actor, chat, hud, nature, world};
use regex::Regex;
use std::f32::consts::PI;
use std::f64::consts::PI as PI64;
use std::collections::HashMap;
pub struct CommandsPlugin;
impl Plugin for CommandsPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, load_defs);
app.add_systems(Update, spawn_entities);
app.add_event::<SpawnEvent>();
}
}
#[derive(Event)] pub struct SpawnEvent(ParserState);
#[derive(PartialEq, Clone)]
enum DefClass {
Actor,
Chat,
None,
}
#[derive(Clone)]
struct ParserState {
class: DefClass,
// Generic fields
name: Option<String>,
chat: String,
// Actor fields
id: String,
pos: DVec3,
model: String,
model_scale: f32,
rotation: Quat,
velocity: DVec3,
angular_momentum: DVec3,
pronoun: String,
is_sphere: bool,
is_player: bool,
is_lifeform: bool,
is_alive: bool,
is_suited: bool,
is_vehicle: bool,
is_clickable: bool,
has_physics: bool,
wants_maxrotation: Option<f64>,
wants_maxvelocity: Option<f64>,
collider_is_mesh: bool,
thrust_forward: f32,
thrust_sideways: f32,
thrust_back: f32,
reaction_wheels: f32,
warmup_seconds: f32,
engine_type: actor::EngineType,
oxygen: f32,
mass: f64,
collider: Collider,
camdistance: f32,
suit_integrity: f32,
light_brightness: f32,
light_color: Option<Color>,
// Chat fields
delay: f64,
text: String,
level: String,
label: String,
goto: String,
is_choice: bool,
stores_item: bool,
script: String,
script_parameter: String,
script_parameter2: String,
}
impl Default for ParserState {
fn default() -> Self {
let default_actor = actor::Actor::default();
let default_engine = actor::Engine::default();
Self {
class: DefClass::None,
name: None,
chat: "".to_string(),
id: "".to_string(),
pos: DVec3::new(0.0, 0.0, 0.0),
model: "".to_string(),
model_scale: 1.0,
rotation: Quat::IDENTITY,
velocity: DVec3::splat(0.0),
angular_momentum: DVec3::new(0.03, 0.3, 0.09),
pronoun: "they/them".to_string(),
is_sphere: false,
is_player: false,
is_lifeform: false,
is_alive: false,
is_suited: false,
is_vehicle: false,
is_clickable: true,
has_physics: true,
wants_maxrotation: None,
wants_maxvelocity: None,
collider_is_mesh: false,
thrust_forward: default_engine.thrust_forward,
thrust_sideways: default_engine.thrust_forward,
thrust_back: default_engine.thrust_back,
reaction_wheels: default_engine.reaction_wheels,
warmup_seconds: default_engine.warmup_seconds,
engine_type: default_engine.engine_type,
oxygen: nature::OXY_D,
mass: 1.0,
collider: Collider::sphere(1.0),
camdistance: default_actor.camdistance,
suit_integrity: 1.0,
light_brightness: 0.0,
light_color: None,
delay: 0.0,
text: "".to_string(),
level: "chat".to_string(),
label: "".to_string(),
goto: "".to_string(),
is_choice: false,
stores_item: false,
script: "".to_string(),
script_parameter: "".to_string(),
script_parameter2: "".to_string(),
}
}
}
impl ParserState {
fn reset_message(&mut self) {
let default = ParserState::default();
self.label = default.label;
self.delay = default.delay;
self.goto = default.goto;
self.level = default.level;
self.text = default.text;
self.is_choice = default.is_choice;
}
fn as_chatbranch(&self) -> chat::ChatBranch {
return chat::ChatBranch {
id: self.chat.clone(),
name: self.name.clone().unwrap_or("".to_string()),
label: self.label.clone(),
delay: self.delay.clone(),
sound: if self.is_choice { "".to_string() } else { "chat".to_string() },
level: self.level.clone(),
reply: if self.is_choice { "".to_string() } else { self.text.clone() },
choice: if self.is_choice { self.text.clone() } else { "".to_string() },
goto: self.goto.clone(),
script: self.script.clone(),
script_parameter: self.script_parameter.clone(),
script_parameter2: self.script_parameter2.clone(),
}
}
}
pub fn load_defs(
mut ew_spawn: EventWriter<SpawnEvent>,
) {
let re1 = Regex::new(r"^\s*([a-z_-]+)\s+(.*)$").unwrap();
let re2 = Regex::new("\"([^\"]*)\"|(-?[0-9]+[0-9e-]*(?:\\.[0-9e-]+)?)|([a-zA-Z_-][a-zA-Z0-9_-]*)").unwrap();
let defs_string = include_str!("defs.txt");
let mut lines = defs_string.lines();
let mut state = ParserState::default();
let mut command;
let mut parameters;
let mut id2pos: HashMap<String, DVec3> = HashMap::new();
let mut line_nr = -1;
while let Some(line) = lines.next() {
line_nr += 1;
let caps = re1.captures(line);
if caps.is_none() {
if line.trim() != "" {
error!("Syntax Error in definitions line {}: `{}`", line_nr, line);
}
continue;
}
if let Some(caps) = caps {
command = caps.get(1).unwrap().as_str();
parameters = caps.get(2).unwrap().as_str();
}
else {
error!("Failed to read regex captures in line {}: `{}`", line_nr, line);
continue;
}
let mut parts: Vec<&str> = Vec::new();
parts.push(command);
for caps in re2.captures_iter(parameters) {
if let Some(part) = caps.get(1) {
parts.push(&part.as_str());
}
if let Some(part) = caps.get(2) {
parts.push(&part.as_str());
}
if let Some(part) = caps.get(3) {
parts.push(&part.as_str());
}
}
match parts.as_slice() {
// Parsing actors
["actor", x, y, z, model] => {
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Actor;
state.model = model.to_string();
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>()) {
state.pos = DVec3::new(x_float, y_float, z_float);
}
else {
error!("Can't parse coordinates as floats in def: {line}");
state = ParserState::default();
continue;
}
}
["relativeto", id] => {
match id2pos.get(&id.to_string()) {
Some(pos) => {
state.pos += *pos;
}
None => {
error!("Specified `relativeto` command but could not find id `{id}`");
continue;
}
}
}
["orbit", radius_str, phase_str] => {
if let (Ok(r), Ok(phase)) = (radius_str.parse::<f64>(), phase_str.parse::<f64>()) {
let phase_deg = phase * PI64 * 2.0;
state.pos = DVec3::new(
state.pos.x + r * phase_deg.cos(),
state.pos.y,
state.pos.z + r * phase_deg.sin(),
);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["sphere", "yes"] => {
state.is_sphere = true;
}
["id", id] => {
state.id = id.to_string();
id2pos.insert(state.id.clone(), state.pos.clone());
}
["alive", "yes"] => {
state.is_alive = true;
state.is_lifeform = true;
state.is_suited = true;
}
["vehicle", "yes"] => {
state.is_vehicle = true;
}
["clickable", "no"] => {
state.is_clickable = false;
}
["moon", "yes"] => {
state.model_scale *= 3.0;
}
["oxygen", amount] => {
if let Ok(amount) = amount.parse::<f32>() {
state.is_lifeform = true;
state.is_suited = true;
state.oxygen = amount;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["pronoun", pronoun] => {
state.pronoun = pronoun.to_string();
}
["chatid", chat] => {
state.chat = chat.to_string();
}
["scale", scale] => {
if let Ok(scale_float) = scale.parse::<f32>() {
state.model_scale = scale_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["rotationx", rotation_x] => {
if let Ok(rotation_x_float) = rotation_x.parse::<f32>() {
state.rotation *= Quat::from_rotation_x(PI * rotation_x_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["rotationy", rotation_y] => {
if let Ok(rotation_y_float) = rotation_y.parse::<f32>() {
state.rotation *= Quat::from_rotation_y(PI * rotation_y_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["rotationz", rotation_z] => {
if let Ok(rotation_z_float) = rotation_z.parse::<f32>() {
state.rotation *= Quat::from_rotation_z(PI * rotation_z_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["velocity", x, y, z] => {
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>()) {
state.velocity = DVec3::new(x_float, y_float, z_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["angularmomentum", x, y, z] => {
if let (Ok(x_float), Ok(y_float), Ok(z_float)) =
(x.parse::<f64>(), y.parse::<f64>(), z.parse::<f64>()) {
state.angular_momentum = DVec3::new(x_float, y_float, z_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["thrust", forward, back, sideways, reaction_wheels, warmup_time] => {
if let (Ok(forward_float), Ok(back_float), Ok(sideways_float), Ok(reaction_wheels_float), Ok(warmup_time_float)) = (forward.parse::<f32>(), back.parse::<f32>(), sideways.parse::<f32>(), reaction_wheels.parse::<f32>(), warmup_time.parse::<f32>()) {
state.thrust_forward = forward_float;
state.thrust_back = back_float;
state.thrust_sideways = sideways_float;
state.reaction_wheels = reaction_wheels_float;
state.warmup_seconds = warmup_time_float;
}
}
["engine", "rocket"] => {
state.engine_type = actor::EngineType::Rocket;
}
["engine", "ion"] => {
state.engine_type = actor::EngineType::Ion;
}
["engine", "monopropellant"] => {
state.engine_type = actor::EngineType::Monopropellant;
}
["health", value] => {
if let Ok(value_float) = value.parse::<f32>() {
state.suit_integrity = value_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["mass", value] => {
if let Ok(value_float) = value.parse::<f64>() {
state.mass = value_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["physics", "off"] => {
state.has_physics = false;
}
["collider", "sphere", radius] => {
if let Ok(radius_float) = radius.parse::<f64>() {
state.collider = Collider::sphere(radius_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["collider", "capsule", height, radius] => {
if let (Ok(height_float), Ok(radius_float)) = (height.parse::<f64>(), radius.parse::<f64>()) {
state.collider = Collider::capsule(height_float, radius_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["collider", "mesh"] => {
state.collider_is_mesh = true;
}
["player", "yes"] => {
state.is_player = true;
state.is_alive = true;
}
["camdistance", value] => {
if let Ok(value_float) = value.parse::<f32>() {
state.camdistance = value_float;
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["light", color_hex, brightness] => {
if let Ok(brightness_float) = brightness.parse::<f32>() {
if let Ok(color) = Color::hex(color_hex) {
state.light_color = Some(color);
state.light_brightness = brightness_float;
}
else {
error!("Can't parse hexadecimal color code: {line}");
continue;
}
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["wants", "maxrotation", value] => {
// NOTE: requires an engine to slow down velocity
if let Ok(value_float) = value.parse::<f64>() {
state.wants_maxrotation = Some(value_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["wants", "maxvelocity", value] => {
// NOTE: requires an engine to slow down velocity
if let Ok(value_float) = value.parse::<f64>() {
state.wants_maxvelocity = Some(value_float);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
// Parsing chats
["chat", chat_name] => {
debug!("Registering chat: {}", chat_name);
ew_spawn.send(SpawnEvent(state));
state = ParserState::default();
state.class = DefClass::Chat;
state.chat = chat_name.to_string();
}
["name", name] => {
debug!("Registering name: {}", name);
state.name = Some(name.to_string());
}
["msg", sleep, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = false;
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
}
["msg", sleep, label, goto, text] => {
debug!("Registering message (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = false;
state.goto = goto.to_string();
state.label = label.to_string();
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
}
["choice", sleep, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = true;
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
}
["choice", sleep, label, goto, text] => {
debug!("Registering choice (sleep={}): {}", sleep, text);
ew_spawn.send(SpawnEvent(state.clone()));
state.reset_message();
if let Ok(sleep_float) = sleep.parse::<f64>() {
state.delay = sleep_float;
state.text = text.to_string();
state.stores_item = true;
state.is_choice = true;
state.goto = goto.to_string();
state.label = label.to_string();
} else {
error!("The 'sleep' value for this message is not a float: {}", line);
continue;
}
}
["goto", label] => {
debug!("Registering goto: {}", label);
state.goto = label.to_string();
}
["label", label] => {
debug!("Registering label: {}", label);
state.label = label.to_string();
}
["lvl", level] => {
debug!("Registering level: {}", level);
state.level = level.to_string();
}
["script", scriptname, parameter] => {
state.script = scriptname.to_string();
state.script_parameter = parameter.to_string();
state.script_parameter2 = "".to_string();
}
["script", scriptname, parameter, parameter2] => {
state.script = scriptname.to_string();
state.script_parameter = parameter.to_string();
state.script_parameter2 = parameter2.to_string();
}
_ => {
error!("No match for [{}]", parts.join(","));
}
}
}
ew_spawn.send(SpawnEvent(state));
}
fn spawn_entities(
mut er_spawn: EventReader<SpawnEvent>,
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for state_wrapper in er_spawn.read() {
let state = &state_wrapper.0;
if state.class == DefClass::Chat {
if state.stores_item {
let mut chat = commands.spawn(state.as_chatbranch());
chat.insert(world::DespawnOnPlayerDeath);
}
}
else if state.class == DefClass::Actor {
let mut actor = commands.spawn_empty();
actor.insert(actor::Actor {
id: state.id.clone(),
name: state.name.clone(),
camdistance: state.camdistance,
..default()
});
actor.insert(SleepingDisabled);
actor.insert(world::DespawnOnPlayerDeath);
actor.insert(actor::HitPoints::default());
actor.insert(Position::from(state.pos));
actor.insert(Rotation::from(state.rotation));
if state.is_sphere {
let sphere_texture_handle: Handle<Image> = asset_server.load(format!("textures/{}.jpg", state.model));
let sphere_handle = meshes.add(Sphere::new(1.0).mesh().uv(128, 128));
let sphere_material_handle = materials.add(StandardMaterial {
base_color_texture: Some(sphere_texture_handle.clone()),
perceptual_roughness: 1.0,
metallic: 0.0,
..default()
});
actor.insert(PbrBundle {
mesh: sphere_handle,
material: sphere_material_handle,
transform: Transform {
scale: Vec3::splat(state.model_scale),
..default()
},
..default()
});
} else {
actor.insert(SceneBundle {
transform: Transform {
scale: Vec3::splat(state.model_scale),
..default()
},
scene: asset_server.load(world::asset_name_to_path(state.model.as_str())),
..default()
});
}
// Physics Parameters
if state.has_physics {
let fix_scale: f64 = 1.0 / (state.model_scale as f64).powf(3.0);
actor.insert(RigidBody::Dynamic);
actor.insert(LinearVelocity(state.velocity));
actor.insert(AngularVelocity(state.angular_momentum));
actor.insert(ColliderDensity((state.mass * fix_scale) as f64));
if state.collider_is_mesh {
actor.insert(AsyncSceneCollider::new(Some(
ComputedCollider::TriMesh
//ComputedCollider::ConvexDecomposition(VHACDParameters::default())
)));
}
else {
actor.insert(state.collider.clone());
}
}
// TODO: angular velocity for objects without collisions, static objects
// Optional Components
if state.is_player {
actor.insert(actor::Player);
actor.insert(actor::PlayerCamera);
}
if state.is_player || state.is_vehicle {
// used to apply mouse movement to actor rotation
actor.insert(ExternalTorque::ZERO.with_persistence(false));
}
if state.is_lifeform {
actor.insert(actor::LifeForm::default());
actor.insert(actor::ExperiencesGForce::default());
actor.insert(actor::Suit {
oxygen: state.oxygen,
oxygen_max: nature::OXY_D,
integrity: state.suit_integrity,
..default()
});
}
if state.is_clickable {
actor.insert(hud::IsClickable {
name: state.name.clone(),
..default()
});
}
if let Some(value) = state.wants_maxrotation {
actor.insert(actor::WantsMaxRotation(value));
}
if let Some(value) = state.wants_maxvelocity {
actor.insert(actor::WantsMaxVelocity(value));
}
if let Some(color) = state.light_color {
actor.insert(PointLightBundle {
point_light: PointLight {
intensity: state.light_brightness,
color: color,
range: 100.0,
radius: 100.0,
..default()
},
..default()
});
}
if !state.chat.is_empty() {
actor.insert(chat::Talker {
conv_id: state.chat.clone(),
..default()
});
}
if state.is_vehicle {
actor.insert(actor::Vehicle::default());
}
if state.is_vehicle || state.is_suited
|| state.thrust_forward > 0.0
|| state.thrust_sideways > 0.0
|| state.thrust_back > 0.0
|| state.reaction_wheels > 0.0
{
actor.insert(actor::Engine {
thrust_forward: state.thrust_forward,
thrust_back: state.thrust_back,
thrust_sideways: state.thrust_sideways,
reaction_wheels: state.reaction_wheels,
warmup_seconds: state.warmup_seconds,
engine_type: state.engine_type,
..default()
});
}
}
}
}

View file

@ -1,354 +0,0 @@
actor 0 0 0 jupiter
id jupiter
name Jupiter
scale 71492e3
sphere yes
physics off
rotationx -0.50
rotationz -0.28
angularmomentum 30 30 30
actor 0 593051 0 suit
relativeto jupiter
orbit 226000e3 0.66
player yes
id player
mass 200.0
scale 1
oxygen 0.008
health 0.3
angularmomentum 0 0 0
collider capsule 2 1
thrust 1.2 1 1 300 1.5
rotationy 0.65
engine monopropellant
actor 10 -30 20 MeteorAceGT
name "MeteorAceGT™"
relativeto player
scale 5
vehicle yes
thrust 24.5 4.8 3.3 200000 3
engine ion
collider sphere 1.5
camdistance 50
mass 3000
angularmomentum 0.1 0.1 0.3
actor 0 0 0 io
name Io
relativeto jupiter
orbit 421700e3 0.65
scale 1822e3
rotationy -0.40
angularmomentum 0 0.0001 0
sphere yes
moon yes
physics off
actor 0 0 0 europa
name Europa
relativeto jupiter
orbit 670900e3 0.35
scale 1561e3
rotationy 0.20
angularmomentum 0 0.0001 0
sphere yes
moon yes
physics off
actor 0 0 0 ganymede
name Ganymede
relativeto jupiter
orbit 1070400e3 0.93
scale 2634e3
rotationy -0.40
angularmomentum 0 0.0001 0
sphere yes
moon yes
physics off
actor 0 0 0 callisto
name Callisto
relativeto jupiter
orbit 1882700e3 0.45
scale 2410e3
rotationy -0.40
angularmomentum 0 0.0001 0
sphere yes
moon yes
physics off
actor 0 0 0 moonlet
name Thebe
relativeto jupiter
id thebe
orbit 221900e3 0.66
scale 50e3
mass 430e15
angularmomentum 0 0.025 0
actor 3000 0 0 moonlet
name Moonlet
relativeto player
scale 500
mass 10000000
angularmomentum 0 0.15 0
actor -200 -110 1000 satellite
name "Communications Satellite"
relativeto player
scale 40
wants maxrotation 0
wants maxvelocity 0
thrust 0.05 0.05 0.05 30 1
collider capsule 7.5 1
rotationy 0.5
angularmomentum 0 0 0
mass 10
actor 1000 20 300 monolith
name "Mysterious Monolith 1"
relativeto player
scale 2
mass 1000
rotationx 0.5
wants maxrotation 0.01
angularmomentum 0.0 0.0 0.01
thrust 0 0 0 30 1
actor 10000 2000 -3500 monolith
name "Mysterious Monolith 2"
relativeto player
scale 2
mass 1000
rotationx 0.5
wants maxrotation 0.01
angularmomentum 0.0 0.0 0.01
thrust 0 0 0 30 1
actor -8000 -1000 -100 monolith
name "Mysterious Monolith 3"
relativeto player
scale 2
mass 1000
rotationx 0.5
wants maxrotation 0.01
angularmomentum 0.0 0.0 0.01
thrust 0 0 0 30 1
actor -3300 10 0 pizzeria
name "Pizzeria Asteroid"
relativeto player
id pizzeria
scale 40
mass 1000000
rotationy 0.30
angularmomentum 0 0 0
actor -120 0 20 MeteorAceGT
name "MeteorAceGT™"
relativeto pizzeria
scale 5
vehicle yes
thrust 70 13.7 9.4 200000 20
engine ion
collider sphere 1.5
camdistance 50
mass 3000
angularmomentum 0 0 0.2
actor -100 63 -13 pizzasign
name "Pizzeria Sign"
relativeto pizzeria
scale 20
mass 200
rotationy 0.45
angularmomentum 0 0 0
actor -16 -10 0 lightorb
name "Light Orb"
relativeto pizzeria
scale 0.5
light FF8F4A 1000000
actor -14 -3 -2 lightorb
name "Light Orb"
relativeto pizzeria
scale 0.5
light FF8F4A 1000000
actor -35 0 0 suit
relativeto pizzeria
name "Space Pizza™"
chatid pizzeria
alive yes
mass 200.0
collider capsule 2 1
thrust 1.2 1 1 10 1.5
wants maxrotation 0
wants maxvelocity 0
rotationy 1
angularmomentum 0 0 0
pronoun he
chat pizzeria
name "Space Pizza™"
msg 4 INIT cool "Welcome to Space Pizza™, best pizza around the rings!"
msg 4 cool order "Great to see a customer, we don't get many lately"
msg 50 order special "Would you like to order today's special?"
choice 3 special whatsthespecial "What's the special?"
msg 4 whatsthespecial pineapple "Suspicious Spacefunghi"
msg 4 pineapple smoothie "With free pineapple imiation"
msg 7 smoothie tube "Our pizza smoothies are freshly blended every day"
choice 3 tube wtftube "Wait... pizza smoothie?"
msg 6 wtftube anyway "Huh? Of course, smoothie! How else do you want to get that pizza down your spacesuit feeding tube?"
msg 6 anyway pass "An emulsion of deliciousness!"
msg 30 tube pass "Deliciousness for your spacesuit feeding tube!"
choice 3 pass yourloss "I think I'll pass..."
msg 3 yourloss end "Your loss, mate"
msg 3 pass prank "Hey? Are you still there?"
choice 3 special carved "Wh... what's a pizzeria doing here?"
msg 6 carved work "Hah, beautiful, right? I carved it out this asteroid myself!"
msg 7 work nowwannaorder "You know how much work it was to neutralize the rotation of the asteroid, so my valued customers don't bang against the walls while drinking my pizza?"
msg 20 nowwannaorder special "Now would you like today's special or not?"
choice 3 special ohno "My head hurts, my suit leaks, I think I'm dying..."
msg 20 ohno pressok "Seriously? Let me have a look. Just press the 'Grant Access' button please."
choice 3 pressok virus "[GRANT ACCESS TO SPACESUIT WIFI]"
msg 3 virus bitcoin "MALWARE DETECTED"
lvl warn
msg 6 bitcoin wtf "BITCOIN MINER DETECTED"
lvl warn
choice 5 wtf justchecking "Hey, what are you doing with me?"
msg 6 justchecking suitfucked "Just checking your systems, hang on tight"
msg 5 suitfucked wtfanyway "Yeah, suit's fucked, I'd look out for a repair shop"
msg 5 wtf wtfanyway "Yeah, suit's fucked, I'd look out for a repair shop"
msg 5 wtfanyway special "Anyway, wanna order today's special?"
choice 3 pressok deny "[DENY ACCESS TO SPACESUIT WIFI]"
msg 5 deny pressok2 "Oh come on, do you want my help or not?"
choice 3 pressok2 virus "[GRANT ACCESS TO SPACESUIT WIFI]"
choice 3 pressok2 deny2 "[DENY ACCESS TO SPACESUIT WIFI]"
choice 3 pressok2 deny2 "Fuck off!"
msg 2 deny2 end "Great, the first customer in ages, and they're brain damaged..."
msg 3 pressok2 prank "Hey? Are you still there?"
msg 3 pressok prank "Hey? Are you still there?"
msg 3 special prank "Hey? Are you still there?"
msg 4 prank end "This a prank?"
msg 0 end EXIT "Disconnected."
lvl info
actor 60 -15 -40 suit
relativeto player
name Icarus
chatid hi_icarus
alive yes
mass 200.0
collider capsule 2 1
angularmomentum 0.4 0.2 0.1
rotationy 0.6
rotationx 1
thrust 1.2 1 1 10 1.5
wants maxrotation 0.5
wants maxvelocity 0
pronoun it
chat hi_icarus
name Icarus
msg 4 INIT hi1 "Oh hey, you're awake!"
msg 6 hi1 hi2 "I found you drifting out cold, and decided to watch over you until you get better."
msg 40 hi2 hireply "Took us here behind that moonlet, to shield you from the micros."
choice 1 hireply thx "Thank you!"
msg 6 thx feeling "No worries. Folks are stretched thin around this corner, we gotta watch out for each other."
msg 40 feeling howru "How are you feeling?"
choice 1 hireply didntask "Eh... I didn't ask for this."
msg 6 didntask problem "Sure, 'cause you were unconscious. I just did what felt right. Is there a problem?"
choice 1 problem thx "Nevermind. Thank you."
choice 1 problem end "Leave me alone!"
choice 1 hireply micros "Micros? What's that?"
msg 40 micros microsexplained "Micrometeorites. Those tiny 混蛋 that fly right through you, leaving holes in your suit. And your body."
choice 1 microsexplained thx "Ouch! Thank you so much."
choice 1 microsexplained didntask "Whatever... I didn't ask for this."
msg 40 microsexplained howru "How are you feeling?"
msg 40 hireply howru "How are you feeling?"
choice 1 howru good1 "I feel quite cozy, this space suit feels like a second skin."
msg 4 good1 good2 "Hah, it does, doesn't it?"
msg 4 good2 good3 "But take care, your suit seems to be leaking. I'd patch it up if I were you."
msg 4 good3 good4 "I'm all out of SuitPatch™ SuperGlue™ right now, otherwise i'd share."
msg 40 good4 canihelp "Can I help you with anything else, maybe?"
choice 1 howru headache1 "I got this apocalyptic headache..."
msg 4 headache1 headache2 "Heh, probably related to why you were passed out."
msg 4 headache2 headache3 "Go easy on yourself, I'm sure things will turn for the better."
msg 40 headache3 canihelp "Meanwhile, can I help you with anything?"
choice 1 howru disoriented "I... don't know, I'm pretty disoriented."
msg 40 disoriented canihelp "Oh no. Do you need a lowdown on reality?"
choice 1 canihelp where1 "Where are we?"
msg 4 where1 where2 "This is space, my friend."
msg 4 where2 where3 "That massive crescent over there, that's Juptiter."
msg 4 where3 where4 "We're about 150,000km away from it, on the very outside of it's rings."
msg 4 where4 where5 "This area is called the Thebe gossamer ring."
msg 4 where5 where6 "The moon Thebe is actually pretty close right now, flinging all those micros at us."
choice 4 where6 where6micros "Micros? What's that?"
msg 4 where6micros canihelp "Micrometeorites. Those tiny 混蛋 that fly right through you, leaving holes in your suit. And your body."
msg 40 where6 canihelp "Anything else?"
choice 1 canihelp year1 "What year is this?"
msg 4 year1 year2 "Oh, is your Augmented Reality deactivated?"
msg 40 year2 canihelp "Push the TAB button, your space suit's AR will show you the date and time."
choice 1 canihelp why1 "Why am I here?"
msg 4 why1 why2 "That's a very philosophical question."
msg 4 why2 why3 "I don't know."
msg 40 why3 canihelp "It's probably related to the choices you made so far."
choice 1 canihelp whatnow1 "What should I do?"
msg 4 whatnow1 whatnow2 "Ah, that's the beauty of life."
msg 4 whatnow2 whatnow3 "You can just do whatever you want."
msg 6 whatnow3 whatnow4 "So long as you have the means, and respect people's boundaries."
msg 4 whatnow4 whatnow5 "I'm here mostly for the view and the peace."
msg 4 whatnow5 whatnow6 "Just look at Jupiter, it's mesmerizing, isn't it?"
msg 7 whatnow6 whatnow7 "So far away from everything, nobody expects anything from you."
msg 6 whatnow7 whatnow8 "If you want, you can take my sports racing capsule MeteorAce™ for a ride. It's right over there."
msg 8 whatnow8 whatnow9 "It rides like a punch in the face, don't hurt yourself, ok?"
choice 1 whatnow9 whatnow9tookind "You're too kind!"
msg 4 whatnow9tookind whatnow10 "Ah, don't mention it!"
msg 40 whatnow10 canihelp "There's also a half-decent pizza restaurant over there, look for the neon sign."
msg 40 whatnow9 canihelp "There's also a half-decent pizza restaurant over there, look for the neon sign."
choice 1 canihelp money1 "Do you have some money for me?"
msg 40 money1 money2 "Huh? What is money?"
choice 1 money2 money2currency "Currency? Flat round things that you can exchange for goods and services?"
msg 4 money2currency money2currency2 "Uhm... are you talking about pizza?"
msg 4 money2currency2 money2currency3 "I don't have any pizza with me right now."
msg 4 money2currency3 canihelp "But there's a pizza place right over there, look for the neon sign."
msg 40 money2 canihelp "Well, anyway, need anything else?"
choice 1 canihelp chocolate "I think I'm good for now"
msg 4 canihelp chocolate "Well, anyway."
choice 1 howru alone "I just want to be alone right now"
msg 4 alone end_pizza "Oh, sure. Ping me if you need anything. I'll go back to playing my VR game."
msg 4 howru chocolate "Well, I hope you're ok."
msg 40 chocolate wantchocolate "I got some left-over instant hot chocolate, would you like some?"
choice 1 wantchocolate yeschocolate "Oh yes! Please!"
msg 4 yeschocolate chocolatehere "Here you go, my friend!"
msg 4 chocolatehere pizza "Received 1x ChuggaChug™ Instant Hot Chocolate"
lvl info
msg 4 wantchocolate pizza "I guess not. Well. I think I'll go back to playing my VR game. Ping me if you need anything."
msg 10 pizza end_pizza "Oh and make sure to check out the pizza place!"
choice 1 end_pizza end2 "Will do, bye!"
msg 0 end2 EXIT "Disconnected."
lvl info
msg 0 end_pizza EXIT "Disconnected."
lvl info
msg 0 end EXIT "Disconnected."
lvl info
actor -300 0 40 suit
relativeto player
id drifter
name "Drifter"
chatid drifter
oxygen 0.08
mass 200.0
collider capsule 2 1
chat drifter
name "Drifter"
msg 2 INIT dead "Error: No response"
lvl info
msg 15 dead outcold "No life signs detected"
lvl info
choice 0 outcold EXIT "Damn, it's gotta be moldy in that suit. How long has it been drifting?"
choice 0 outcold EXIT "Harvest some oxygen"
script refilloxygen 1 drifter
msg 0 outcold EXIT ""
chat error
name ERROR
msg 0 INIT EXIT "Unspecified conversation ID"

View file

@ -1,126 +0,0 @@
use bevy::prelude::*;
use crate::{camera, settings};
pub struct EffectsPlugin;
impl Plugin for EffectsPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Startup, spawn_effects.after(setup).after(camera::setup_camera));
app.add_systems(Update, spawn_effects);
app.add_systems(Update, update_fadeblack);
// Blackout disabled for now
//app.add_systems(Update, update_blackout);
app.add_event::<SpawnEffectEvent>();
}
}
#[derive(Clone)]
pub enum Effects {
FadeIn(Color),
}
// Blackout disabled for now
//#[derive(Component)] pub struct BlackOutOverlay;
#[derive(Component)] pub struct FadeBlack;
#[derive(Component)]
pub struct Effect {
pub class: Effects,
pub duration: f64,
pub start_time: f64,
}
#[derive(Event)]
pub struct SpawnEffectEvent {
pub class: Effects,
pub duration: f64,
}
pub fn setup(
settings: Res<settings::Settings>,
mut ew_effect: EventWriter<SpawnEffectEvent>,
) {
if !settings.dev_mode {
ew_effect.send(SpawnEffectEvent { class: Effects::FadeIn(Color::BLACK), duration: 4.0 });
}
// Blackout disabled for now
// commands.spawn((
// BlackOutOverlay,
// NodeBundle {
// style: Style {
// width: Val::Vw(100.0),
// height: Val::Vh(100.0),
// position_type: PositionType::Absolute,
// top: Val::Px(0.0),
// left: Val::Px(0.0),
// ..default()
// },
// background_color: Color::BLACK.into(),
// ..default()
// },
// ));
}
pub fn spawn_effects(
mut commands: Commands,
mut er_effect: EventReader<SpawnEffectEvent>,
time: Res<Time>,
) {
let now = time.elapsed_seconds_f64();
for effect in er_effect.read() {
match effect.class {
Effects::FadeIn(color) => {
commands.spawn((
Effect {
class: effect.class.clone(),
duration: effect.duration,
start_time: now,
},
FadeBlack,
NodeBundle {
style: Style {
width: Val::Vw(100.0),
height: Val::Vh(100.0),
position_type: PositionType::Absolute,
top: Val::Px(0.0),
left: Val::Px(0.0),
..default()
},
background_color: color.into(),
..default()
},
));
},
//_ => {},
}
}
}
pub fn update_fadeblack(
mut commands: Commands,
mut q_effect: Query<(Entity, &Effect, &mut BackgroundColor), With<FadeBlack>>,
time: Res<Time>,
) {
for (entity, effect, mut bgcolor) in &mut q_effect {
let now = time.elapsed_seconds_f64();
if effect.start_time + effect.duration < now {
commands.entity(entity).despawn();
continue;
}
let alpha = (1.3 - 1.3 * (now - effect.start_time) / effect.duration).clamp(0.0, 1.0);
bgcolor.0.set_a(alpha as f32);
}
}
// Blackout disabled for now
//pub fn update_blackout(
// mut q_effect: Query<&mut BackgroundColor, With<BlackOutOverlay>>,
// q_player: Query<&actor::ExperiencesGForce, With<actor::Player>>
//) {
// if let (Ok(gforce), Ok(mut bgcolor)) = (q_player.get_single(), q_effect.get_single_mut()) {
// let threshold = 0.3;
// let factor = 1.0 / (1.0 - threshold);
// let alpha = (factor * (gforce.blackout - threshold)).clamp(0.0, 1.0);
// bgcolor.0.set_a(alpha as f32);
// }
//}

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@ -1,650 +0,0 @@
use crate::{actor, audio, camera, chat, nature, settings, world};
use bevy::prelude::*;
use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
use bevy::transform::TransformSystem;
use bevy_xpbd_3d::prelude::*;
use bevy::math::DVec3;
use std::collections::VecDeque;
use std::time::SystemTime;
pub const HUD_REFRESH_TIME: f32 = 0.1;
pub const FONT: &str = "fonts/Yupiter-Regular.ttf";
pub const LOG_MAX: usize = 20;
pub const LOG_MAX_TIME_S: u64 = 20;
pub const CHOICE_NONE: &str = "";
pub const AMBIENT_LIGHT: f32 = 0.0; // Space is DARK
pub const AMBIENT_LIGHT_AR: f32 = 15.0;
//pub const REPLY_NUMBERS: [char; 10] = ['❶', '❷', '❸', '❹', '❺', '❻', '❼', '❽', '❾', '⓿'];
//pub const REPLY_NUMBERS: [char; 10] = ['①', '②', '③', '④', '⑤', '⑥', '⑦', '⑧', '⑨', '⑩'];
pub const REPLY_NUMBERS: [char; 10] = ['➀', '➁', '➂', '➃', '➄', '➅', '➆', '➇', '➈', '➉'];
pub struct HudPlugin;
impl Plugin for HudPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Update, (
update_hud,
handle_input,
handle_target_event,
));
app.add_systems(PostUpdate, (
update_target_selectagon
.after(PhysicsSet::Sync)
.after(camera::apply_input_to_player)
.before(TransformSystem::TransformPropagate),
));
app.insert_resource(Log {
logs: VecDeque::with_capacity(LOG_MAX),
needs_rerendering: true,
});
app.insert_resource(FPSUpdateTimer(
Timer::from_seconds(HUD_REFRESH_TIME, TimerMode::Repeating)));
app.add_event::<TargetEvent>();
}
}
#[derive(Event)] pub struct TargetEvent(pub Option<Entity>);
#[derive(Component)] struct GaugesText;
#[derive(Component)] struct ChatText;
#[derive(Component)] struct Reticule;
#[derive(Component)] struct ToggleableHudElement;
#[derive(Component)] struct OnlyHideWhenTogglingHud;
#[derive(Component)] struct Selectagon;
#[derive(Component)] pub struct IsTargeted;
#[derive(Resource)]
struct FPSUpdateTimer(Timer);
pub enum LogLevel {
Warning,
//Error,
Info,
//Debug,
Chat,
//Ping,
Notice,
}
struct Message {
text: String,
sender: String,
level: LogLevel,
time: u64,
}
#[derive(Component)]
pub struct IsClickable {
pub name: Option<String>,
pub distance: Option<f64>,
}
impl Default for IsClickable { fn default() -> Self { Self {
name: None,
distance: None,
}}}
#[derive(Resource)]
pub struct Log {
logs: VecDeque<Message>,
needs_rerendering: bool,
}
impl Log {
pub fn info(&mut self, message: String) {
self.add(message, "System".to_string(), LogLevel::Info);
}
pub fn chat(&mut self, message: String, sender: String) {
self.add(message, sender, LogLevel::Chat);
}
pub fn warning(&mut self, message: String) {
self.add(message, "WARNING".to_string(), LogLevel::Warning);
}
pub fn notice(&mut self, message: String) {
self.add(message, "".to_string(), LogLevel::Notice);
}
pub fn add(&mut self, message: String, sender: String, level: LogLevel) {
if self.logs.len() == LOG_MAX {
self.logs.pop_front();
}
if let Ok(epoch) = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH) {
self.logs.push_back(Message {
text: message,
sender: sender,
level: level,
time: epoch.as_secs(),
});
self.needs_rerendering = true;
}
}
pub fn remove_old(&mut self) {
if let Some(message) = self.logs.front() {
if let Ok(epoch) = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH) {
if epoch.as_secs() - message.time > LOG_MAX_TIME_S {
self.logs.pop_front();
}
}
}
}
pub fn clear(&mut self) {
self.logs.clear();
}
}
fn setup(
mut commands: Commands,
settings: Res<settings::Settings>,
asset_server: Res<AssetServer>,
mut log: ResMut<Log>,
mut ambient_light: ResMut<AmbientLight>,
) {
log.notice("Resuming from suspend".to_string());
log.notice("WARNING: Oxygen Low".to_string());
let visibility = if settings.hud_active {
Visibility::Inherited
} else {
Visibility::Hidden
};
let mut bundle_fps = TextBundle::from_sections([
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"\n氧 OXYGEN ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::MAROON,
..default()
}
),
TextSection::new(
"\nProximity 警告 ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"\nSuit Integrity ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"\nVitals ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new( // Target
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
]).with_style(Style {
top: Val::VMin(2.0),
left: Val::VMin(3.0),
..default()
});
bundle_fps.visibility = visibility;
commands.spawn((
GaugesText,
ToggleableHudElement,
bundle_fps,
));
// Add Chat Box
let bundle_chatbox = TextBundle::from_sections([
TextSection::new(
"Warning: System Log Uninitialized",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::rgb(0.7, 0.7, 0.7),
..default()
}
),
TextSection::new(
"\n",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::WHITE,
..default()
}
),
TextSection::new(
"\n\n\n",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::WHITE,
..default()
}
),
]).with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::VMin(0.0),
left: Val::VMin(0.0),
..default()
}).with_text_justify(JustifyText::Left);
commands.spawn((
NodeBundle {
style: Style {
width: Val::Percent(50.),
align_items: AlignItems::Start,
position_type: PositionType::Absolute,
bottom: Val::Vh(10.0),
left: Val::Vw(25.0),
..default()
},
..default()
},
)).with_children(|parent| {
parent.spawn((
bundle_chatbox,
ChatText,
));
});
commands.spawn((
Reticule,
ToggleableHudElement,
NodeBundle {
style: Style {
width: Val::Px(2.0),
height: Val::Px(2.0),
position_type: PositionType::Absolute,
top: Val::Vh(50.0),
left: Val::Vw(50.0),
..default()
},
visibility: visibility,
background_color: Color::rgb(0.4, 0.4, 0.6).into(),
..default()
},
));
// Selectagon
commands.spawn((
Selectagon,
ToggleableHudElement,
OnlyHideWhenTogglingHud,
SceneBundle {
scene: asset_server.load(world::asset_name_to_path("selectagon")),
visibility: Visibility::Hidden,
..default()
},
));
// AR-related things
ambient_light.brightness = if settings.hud_active {
AMBIENT_LIGHT_AR
} else {
AMBIENT_LIGHT
};
}
fn update_hud(
diagnostics: Res<DiagnosticsStore>,
time: Res<Time>,
mut log: ResMut<Log>,
player: Query<(&actor::HitPoints, &actor::Suit, &actor::ExperiencesGForce), With<actor::Player>>,
q_camera: Query<(&Position, &LinearVelocity), With<actor::PlayerCamera>>,
mut timer: ResMut<FPSUpdateTimer>,
mut query: Query<&mut Text, With<GaugesText>>,
q_choices: Query<&chat::ChoiceAvailable>,
mut query_chat: Query<&mut Text, (With<ChatText>, Without<GaugesText>)>,
query_all_actors: Query<&actor::Actor>,
settings: Res<settings::Settings>,
q_target: Query<(Option<&Position>, &IsClickable), With<IsTargeted>>,
) {
// TODO only when hud is actually on
if timer.0.tick(time.delta()).just_finished() || log.needs_rerendering {
let q_camera_result = q_camera.get_single();
let player = player.get_single();
if player.is_ok() && q_camera_result.is_ok() {
let (hp, suit, gforce) = player.unwrap();
let (pos, cam_v) = q_camera_result.unwrap();
for mut text in &mut query {
text.sections[0].value = format!("2524-03-12 03:02");
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
// Update the value of the second section
text.sections[4].value = format!("{value:.0}");
}
}
let power = suit.power / suit.power_max * 100.0;
text.sections[2].value = format!("{power:}%");
let oxy_percent = suit.oxygen / suit.oxygen_max * 100.0;
// the remaining oxygen hud info ignores leaking suits from low integrity
if suit.oxygen > nature::OXY_H {
let oxy_hour = suit.oxygen / nature::OXY_H;
text.sections[7].value = format!("{oxy_percent:.1}% [lasts {oxy_hour:.1} hours]");
} else {
let oxy_min = suit.oxygen / nature::OXY_M;
text.sections[7].value = format!("{oxy_percent:.1}% [lasts {oxy_min:.1} min]");
}
//let adrenaline = lifeform.adrenaline * 990.0 + 10.0;
//text.sections[11].value = format!("{adrenaline:.0}pg/mL");
let vitals = 100.0 * hp.current / hp.max;
text.sections[13].value = format!("{vitals:.0}%");
let all_actors = query_all_actors.iter().len();
text.sections[9].value = format!("{all_actors:.0}");
let integrity = suit.integrity * 100.0;
text.sections[11].value = format!("{integrity:.0}%");
let speed = cam_v.length();
let kmh = speed * 60.0 * 60.0 / 1000.0;
let speed_readable = nature::readable_distance(speed);
let gforce = gforce.gforce;
//text.sections[17].value = format!("{speed_readable}/s / {kmh:.0}km/h / {gforce:.1}g");
// Target display
let dist_scalar: f64;
if let Ok((_, IsClickable { distance: Some(dist), .. })) = q_target.get_single() {
dist_scalar = *dist;
}
else {
let target: Option<DVec3>;
if let Ok((Some(targetpos), _)) = q_target.get_single() {
target = Some(targetpos.0);
}
else if q_target.is_empty() {
target = Some(DVec3::new(0.0, 0.0, 0.0));
}
else {
target = None;
}
if let Some(target_pos) = target {
let dist = pos.0 - target_pos;
dist_scalar = dist.length();
}
else {
dist_scalar = 0.0;
}
}
let target_name: String;
let distance: String;
if dist_scalar.is_nan() {
distance = "UNKNOWN".to_string();
}
else if dist_scalar != 0.0 {
distance = nature::readable_distance(dist_scalar);
}
else {
distance = "ERROR".to_string();
}
if q_target.is_empty() {
text.sections[14].value = format!("\nv {speed_readable}/s + {gforce:.1}g");
}
else {
let targets: Vec<String> = q_target
.iter()
.map(|(_, clickable)| clickable.name.clone().unwrap_or("<unnamed>".to_string()))
.collect();
target_name = targets.join(", ");
text.sections[14].value = format!("\n\nTarget: {target_name}\nDistance: {distance}\nΔv {speed_readable}/s + {gforce:.1}g");
}
}
}
if let Ok(mut chat) = query_chat.get_single_mut() {
// Choices
let mut choices: Vec<String> = Vec::new();
let mut count = 0;
for choice in &q_choices {
if count > 9 {
break;
}
let press_this = REPLY_NUMBERS[count];
let reply = &choice.text;
//let recipient = &choice.recipient;
// TODO: indicate recipients if there's more than one
choices.push(format!("{press_this} {reply}"));
count += 1;
}
if count < 4 {
for _padding in 0..(4-count) {
choices.push(" ".to_string());
}
}
chat.sections[2].value = choices.join("\n");
// Chat Log and System Log
let logfilter = if settings.hud_active {
|_msg: &&Message| { true }
} else {
|msg: &&Message| { match msg.level {
LogLevel::Chat => true,
LogLevel::Warning => true,
LogLevel::Info => true,
_ => false
}}
};
let logs_vec: Vec<String> = log.logs.iter()
.filter(logfilter)
.map(|s| if s.sender.is_empty() {
format!("{}", s.text)
} else {
format!("{}: {}", s.sender, s.text)
}).collect();
chat.sections[0].value = logs_vec.join("\n");
}
log.needs_rerendering = false;
log.remove_old();
}
}
fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mouse_input: Res<ButtonInput<MouseButton>>,
mut settings: ResMut<settings::Settings>,
mut q_hud: Query<(&mut Visibility, Option<&OnlyHideWhenTogglingHud>), With<ToggleableHudElement>>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
mut ew_togglemusic: EventWriter<audio::ToggleMusicEvent>,
mut ew_target: EventWriter<TargetEvent>,
mut ambient_light: ResMut<AmbientLight>,
q_objects: Query<(Entity, &Transform), (With<IsClickable>, Without<IsTargeted>, Without<actor::PlayerDrivesThis>, Without<actor::Player>)>,
q_camera: Query<&Transform, With<Camera>>,
) {
if keyboard_input.just_pressed(settings.key_togglehud) {
if settings.hud_active {
for (mut hudelement_visibility, _) in q_hud.iter_mut() {
*hudelement_visibility = Visibility::Hidden;
}
settings.hud_active = false;
ambient_light.brightness = AMBIENT_LIGHT;
}
else {
for (mut hudelement_visibility, only_hide) in q_hud.iter_mut() {
if only_hide.is_none() {
*hudelement_visibility = Visibility::Inherited;
}
}
settings.hud_active = true;
ambient_light.brightness = AMBIENT_LIGHT_AR;
}
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
ew_togglemusic.send(audio::ToggleMusicEvent());
}
if settings.hud_active && mouse_input.just_pressed(settings.key_selectobject) {
if let Ok(camtrans) = q_camera.get_single() {
let objects: Vec<(Entity, &Transform)> = q_objects.iter().collect();
if let (Some(new_target), _dist) = camera::find_closest_target::<Entity>(objects, camtrans) {
ew_target.send(TargetEvent(Some(new_target)));
}
else {
ew_target.send(TargetEvent(None));
}
}
}
}
fn handle_target_event(
mut commands: Commands,
settings: Res<settings::Settings>,
mut er_target: EventReader<TargetEvent>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
q_target: Query<Entity, With<IsTargeted>>,
) {
let mut play_sfx = false;
for TargetEvent(target) in er_target.read() {
for old_target in &q_target {
commands.entity(old_target).remove::<IsTargeted>();
play_sfx = true;
}
if let Some(entity) = target {
commands.entity(*entity).insert(IsTargeted);
play_sfx = true;
}
if play_sfx && !settings.mute_sfx {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
}
break; // Only accept a single event per frame
}
}
fn update_target_selectagon(
settings: Res<settings::Settings>,
mut q_selectagon: Query<(&mut Transform, &mut Visibility), (With<Selectagon>, Without<IsTargeted>, Without<Camera>)>,
q_target: Query<&Transform, (With<IsTargeted>, Without<Camera>, Without<Selectagon>)>,
q_camera: Query<&Transform, (With<Camera>, Without<IsTargeted>, Without<Selectagon>)>,
) {
if !settings.hud_active || q_camera.is_empty() {
return;
}
let camera_trans = q_camera.get_single().unwrap();
if let Ok((mut selectagon_trans, mut selectagon_vis)) = q_selectagon.get_single_mut() {
if let Ok(target_trans) = q_target.get_single() {
match *selectagon_vis {
Visibility::Hidden => { *selectagon_vis = Visibility::Visible; },
_ => {}
}
selectagon_trans.translation = target_trans.translation;
selectagon_trans.scale = target_trans.scale;
selectagon_trans.rotation = camera_trans.rotation;
// Enlarge Selectagon to a minimum angular diameter
let (angular_diameter, _, _) = camera::calc_angular_diameter(
&selectagon_trans, camera_trans);
let min_angular_diameter = 2.0f32.to_radians();
if angular_diameter < min_angular_diameter {
selectagon_trans.scale *= min_angular_diameter / angular_diameter;
}
}
else {
match *selectagon_vis {
Visibility::Hidden => {},
_ => { *selectagon_vis = Visibility::Hidden; }
}
}
}
}

View file

@ -1,99 +0,0 @@
mod actor;
mod audio;
mod camera;
mod chat;
mod commands;
mod effects;
mod hud;
mod settings;
mod stars;
mod world;
#[allow(dead_code)]
mod nature;
use bevy::window::{Window, WindowMode, PrimaryWindow, CursorGrabMode};
use bevy::diagnostic::FrameTimeDiagnosticsPlugin;
use bevy::prelude::*;
use bevy_embedded_assets::{EmbeddedAssetPlugin, PluginMode};
use std::env;
fn main() {
let args: Vec<String> = env::args().collect();
if args.len() > 1 {
if args[1] == "--version" || args[1] == "-v" {
let version = option_env!("CARGO_PKG_VERSION").unwrap();
let name = option_env!("CARGO_PKG_NAME").unwrap();
let homepage = option_env!("CARGO_PKG_HOMEPAGE").unwrap();
println!("{name} {version}");
println!("License: GNU GPL version 3: https://gnu.org/licenses/gpl.html");
println!("{homepage}");
return;
}
}
if cfg!(debug_assertions) {
App::new().add_plugins(OutFlyPlugin).run();
} else {
// In release builds, embed assets into the binary
App::new().add_plugins((
EmbeddedAssetPlugin { mode: PluginMode::ReplaceDefault },
OutFlyPlugin,
)).run();
}
}
pub struct OutFlyPlugin;
impl Plugin for OutFlyPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Update, handle_input);
app.insert_resource(settings::Settings::default());
app.add_plugins((
DefaultPlugins,//.set(ImagePlugin::default_nearest()),
FrameTimeDiagnosticsPlugin,
actor::ActorPlugin,
audio::AudioPlugin,
camera::CameraPlugin,
chat::ChatPlugin,
commands::CommandsPlugin,
effects::EffectsPlugin,
hud::HudPlugin,
world::WorldPlugin,
));
}
}
fn setup(
mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
for mut window in &mut windows {
window.cursor.grab_mode = CursorGrabMode::Locked;
window.cursor.visible = false;
window.mode = WindowMode::BorderlessFullscreen;
window.title = "OutFly".to_string();
}
}
fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<settings::Settings>,
mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
if keyboard_input.pressed(settings.key_exit) {
app_exit_events.send(bevy::app::AppExit);
}
if keyboard_input.just_pressed(settings.key_fullscreen) {
for mut window in &mut windows {
window.mode = if window.mode == WindowMode::Windowed {
WindowMode::BorderlessFullscreen
} else {
WindowMode::Windowed
}
}
}
if keyboard_input.just_pressed(settings.key_restart) {
settings.reset();
}
}

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@ -1,105 +0,0 @@
// This stuff here, this stuff is messy. Nobody wants to deal with this,
// nobody cares how it works, but I guess we need it as an ingredient for
// the universe *sigh* so here we go.
pub const OXYGEN_USE_KG_PER_S: f32 = 1e-5;
pub const OXY_S: f32 = OXYGEN_USE_KG_PER_S;
pub const OXY_M: f32 = OXYGEN_USE_KG_PER_S * 60.0;
pub const OXY_H: f32 = OXYGEN_USE_KG_PER_S * 60.0 * 60.0;
pub const OXY_D: f32 = OXYGEN_USE_KG_PER_S * 60.0 * 60.0 * 24.0;
pub const LIGHTYEAR2METER: f64 = 9_460_730_472_580_800.0;
pub const PARSEC2METER: f64 = 3.0857e16;
pub const DIST_JUPTER_SUN: f64 = 778479.0e6;
pub const EARTH_GRAVITY: f32 = 9.81;
pub fn star_color_index_to_rgb(color_index: f32) -> (f32, f32, f32) {
let temperature = 4600.0 * ((1.0 / (0.92 * color_index + 1.7)) + (1.0 / (0.92 * color_index + 0.62)));
let (red, green, blue) = if temperature <= 6600.0 {
let red = 255.0;
let green = 99.4708025861 * (temperature / 100.0).ln() - 161.1195681661;
let blue = if temperature <= 2000.0 {
0.0
} else {
138.5177312231 * ((temperature / 100.0) - 10.0).ln() - 305.0447927307
};
(red, green, blue)
} else {
let red = 329.698727446 * ((temperature / 100.0 - 60.0).powf(-0.1332047592));
let green = 288.1221695283 * ((temperature / 100.0 - 60.0).powf(-0.0755148492));
let blue = 255.0;
(red, green, blue)
};
let clamp = |x: f32| -> f32 { (x / 255.0).max(0.0).min(1.0) };
return (clamp(red), clamp(green), clamp(blue))
}
fn smooth_edge(start: f32, end: f32, value: f32) -> f32 {
let x: f32 = (value - start) / (end - start);
return 4.0 * x * x * (1.0 - x * x);
}
pub fn ring_density(radius: f32) -> f32 {
// NOTE: Keep this in sync with assets/shaders/jupiters_rings.wgsl
// Input: distance to center of jupiter in million meters
// Output: relative brightness of the ring
let halo_inner: f32 = 92.0;
let halo_outer: f32 = 122.5;
let main_inner: f32 = 122.5;
let main_outer: f32 = 129.0;
let amalthea_inner: f32 = 129.0;
let amalthea_outer: f32 = 182.0;
let thebe_inner: f32 = 129.0;
let thebe_outer: f32 = 229.0;
let metis_notch_center: f32 = 128.0;
let metis_notch_width: f32 = 0.6;
let halo_brightness: f32 = 0.75;
let main_brightness: f32 = 1.0;
let almathea_brightness: f32 = 0.5;
let thebe_brightness: f32 = 0.5;
let mut density: f32 = 0.0;
if radius >= halo_inner && radius <= halo_outer {
density = halo_brightness * smooth_edge(halo_inner, halo_outer, radius);
} else if radius >= main_inner && radius <= main_outer {
let mut metis_notch_effect: f32 = 1.0;
if radius > metis_notch_center - metis_notch_width * 0.5 && radius < metis_notch_center + metis_notch_width * 0.5 {
metis_notch_effect = 0.5 * (1.0 - smooth_edge(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius));
}
density = main_brightness * metis_notch_effect * smooth_edge(main_inner, main_outer, radius);
} else {
if radius >= amalthea_inner && radius <= amalthea_outer {
density = almathea_brightness * smooth_edge(amalthea_inner, amalthea_outer, radius);
}
if radius >= thebe_inner && radius <= thebe_outer {
density += thebe_brightness * smooth_edge(thebe_inner, thebe_outer, radius);
}
}
return density;
}
pub fn readable_distance(distance: f64) -> String {
let abs_distance = distance.abs();
if abs_distance > LIGHTYEAR2METER * 0.001 {
let lightyears = distance / LIGHTYEAR2METER;
return format!("{lightyears:.3}ly");
}
if abs_distance >= 1.0e10 {
let gigameters = distance * 1.0e-9;
return format!("{gigameters:.1}Gm");
}
if abs_distance >= 1.0e7 {
let megameters = distance * 1.0e-6;
return format!("{megameters:.1}Mm");
}
if abs_distance >= 1.0e4 {
let kilometers = distance * 1.0e-3;
return format!("{kilometers:.1}km");
}
return format!("{distance:.1}m");
}

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@ -1,173 +0,0 @@
use bevy::prelude::*;
use std::env;
#[derive(Resource)]
pub struct Settings {
pub dev_mode: bool,
pub god_mode: bool,
pub mute_sfx: bool,
pub mute_music: bool,
pub volume_sfx: u8,
pub volume_music: u8,
pub mouse_sensitivity: f32,
pub fov: f32,
pub fov_highspeed: f32,
pub zoom_fov: f32,
pub zoom_sensitivity_factor: f32,
pub font_size_hud: f32,
pub font_size_conversations: f32,
pub hud_active: bool,
pub is_zooming: bool,
pub third_person: bool,
pub key_selectobject: MouseButton,
pub key_zoom: MouseButton,
pub key_togglehud: KeyCode,
pub key_exit: KeyCode,
pub key_restart: KeyCode,
pub key_fullscreen: KeyCode,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub key_stop: KeyCode,
pub key_interact: KeyCode,
pub key_vehicle: KeyCode,
pub key_camera: KeyCode,
pub key_rotate: KeyCode,
pub key_mouseup: KeyCode,
pub key_mousedown: KeyCode,
pub key_mouseleft: KeyCode,
pub key_mouseright: KeyCode,
pub key_rotateleft: KeyCode,
pub key_rotateright: KeyCode,
pub key_reply1: KeyCode,
pub key_reply2: KeyCode,
pub key_reply3: KeyCode,
pub key_reply4: KeyCode,
pub key_reply5: KeyCode,
pub key_reply6: KeyCode,
pub key_reply7: KeyCode,
pub key_reply8: KeyCode,
pub key_reply9: KeyCode,
pub key_reply10: KeyCode,
pub key_cheat_god_mode: KeyCode,
pub key_cheat_stop: KeyCode,
pub key_cheat_speed: KeyCode,
pub key_cheat_speed_backward: KeyCode,
pub key_cheat_pizza: KeyCode,
pub key_cheat_farview1: KeyCode,
pub key_cheat_farview2: KeyCode,
pub key_cheat_adrenaline_zero: KeyCode,
pub key_cheat_adrenaline_mid: KeyCode,
pub key_cheat_adrenaline_max: KeyCode,
pub key_cheat_die: KeyCode,
}
impl Default for Settings {
fn default() -> Self {
let dev_mode;
let default_mute_sfx = false;
let default_mute_music;
if let Ok(_) = env::var("CARGO") {
// Mute audio by default when run through `cargo`
default_mute_music = cfg!(debug_assertions);
// Enable dev mode when running `cargo run` without `--release`
dev_mode = cfg!(debug_assertions);
}
else {
default_mute_music = false;
dev_mode = false;
}
Settings {
dev_mode: dev_mode,
god_mode: false,
mute_sfx: default_mute_sfx,
mute_music: default_mute_music,
volume_sfx: 100,
volume_music: 100,
mouse_sensitivity: 0.7,
fov: 50.0,
fov_highspeed: 25.0,
zoom_fov: 15.0,
zoom_sensitivity_factor: 0.25,
font_size_hud: 32.0,
font_size_conversations: 32.0,
hud_active: false,
is_zooming: false,
third_person: false,
key_selectobject: MouseButton::Left,
key_zoom: MouseButton::Right,
key_togglehud: KeyCode::Tab,
key_exit: KeyCode::Escape,
key_restart: KeyCode::F12,
key_fullscreen: KeyCode::F11,
key_forward: KeyCode::KeyW,
key_back: KeyCode::KeyS,
key_left: KeyCode::KeyA,
key_right: KeyCode::KeyD,
key_up: KeyCode::ShiftLeft,
key_down: KeyCode::ControlLeft,
key_run: KeyCode::KeyR,
key_stop: KeyCode::Space,
key_interact: KeyCode::KeyE,
key_vehicle: KeyCode::KeyQ,
key_camera: KeyCode::KeyF,
key_rotate: KeyCode::KeyR,
key_mouseup: KeyCode::KeyI,
key_mousedown: KeyCode::KeyK,
key_mouseleft: KeyCode::KeyJ,
key_mouseright: KeyCode::KeyL,
key_rotateleft: KeyCode::KeyU,
key_rotateright: KeyCode::KeyO,
key_reply1: KeyCode::Digit1,
key_reply2: KeyCode::Digit2,
key_reply3: KeyCode::Digit3,
key_reply4: KeyCode::Digit4,
key_reply5: KeyCode::Digit5,
key_reply6: KeyCode::Digit6,
key_reply7: KeyCode::Digit7,
key_reply8: KeyCode::Digit8,
key_reply9: KeyCode::Digit9,
key_reply10: KeyCode::Digit0,
key_cheat_god_mode: KeyCode::KeyG,
key_cheat_stop: KeyCode::KeyC,
key_cheat_speed: KeyCode::KeyV,
key_cheat_speed_backward: KeyCode::KeyB,
key_cheat_pizza: KeyCode::F8,
key_cheat_farview1: KeyCode::F9,
key_cheat_farview2: KeyCode::F10,
key_cheat_adrenaline_zero: KeyCode::F5,
key_cheat_adrenaline_mid: KeyCode::F6,
key_cheat_adrenaline_max: KeyCode::F7,
key_cheat_die: KeyCode::KeyZ,
}
}
}
impl Settings {
pub fn reset(&mut self) {
println!("Resetting settings!");
*self = Self::default();
}
pub fn get_reply_keys(&self) -> [KeyCode; 10] {
return [
self.key_reply1,
self.key_reply2,
self.key_reply3,
self.key_reply4,
self.key_reply5,
self.key_reply6,
self.key_reply7,
self.key_reply8,
self.key_reply9,
self.key_reply10,
];
}
}

15551
src/stars.rs

File diff suppressed because it is too large Load diff

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@ -1,502 +0,0 @@
use crate::{actor, audio, hud, nature, settings, stars};
use bevy::prelude::*;
use bevy::render::render_resource::{AsBindGroup, ShaderRef};
use bevy::math::{DVec3, I64Vec3};
use bevy::scene::{InstanceId, SceneInstance};
use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::plugins::sync::SyncConfig;
use std::collections::HashMap;
use std::f32::consts::PI;
use fastrand;
const ASTEROID_UPDATE_INTERVAL: f32 = 0.1; // seconds
const ASTEROID_SIZE_FACTOR: f32 = 10.0;
const RING_THICKNESS: f64 = 8.0e6;
const STARS_MAX_MAGNITUDE: f32 = 5.5;
const CENTER_WORLD_ON_PLAYER: bool = true;
const ASTEROID_SPAWN_STEP: f64 = 500.0;
const ASTEROID_VIEW_RADIUS: f64 = 3000.0;
const ASSET_ASTEROID1: &str = "models/asteroid.glb#Scene0";
const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0";
pub fn asset_name_to_path(name: &str) -> &'static str {
match name {
"suit" => "models/suit.glb#Scene0",
"asteroid1" => ASSET_ASTEROID1,
"asteroid2" => ASSET_ASTEROID2,
"moonlet" => "models/moonlet.glb#Scene0",
"monolith" => "models/monolith_neon.glb#Scene0",
"lightorb" => "models/lightorb.glb#Scene0",
"MeteorAceGT" => "models/MeteorAceGT.glb#Scene0",
"satellite" => "models/satellite.glb#Scene0",
"pizzeria" => "models/pizzeria2.glb#Scene0",
"pizzasign" => "models/pizzasign.glb#Scene0",
"selectagon" => "models/selectagon.glb#Scene0",
_ => "models/error.glb#Scene0",
}
}
pub struct WorldPlugin;
impl Plugin for WorldPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Update, handle_cheats);
app.add_systems(PostUpdate, handle_despawn);
app.add_systems(Update, spawn_despawn_asteroids);
app.add_plugins(PhysicsPlugins::default());
app.add_plugins(MaterialPlugin::<RingMaterial>::default());
//app.add_plugins(PhysicsDebugPlugin::default());
app.insert_resource(Gravity(DVec3::splat(0.0)));
app.insert_resource(AsteroidUpdateTimer(
Timer::from_seconds(ASTEROID_UPDATE_INTERVAL, TimerMode::Repeating)));
app.insert_resource(AsteroidDatabase(Vec::new()));
app.insert_resource(ActiveAsteroids(HashMap::new()));
app.add_event::<DespawnEvent>();
if CENTER_WORLD_ON_PLAYER {
// Disable bevy_xpbd's position->transform sync function
app.insert_resource(SyncConfig {
position_to_transform: false,
transform_to_position: false,
});
// Add own position->transform sync function
app.add_systems(PreUpdate, position_to_transform);
}
}
}
#[derive(Resource)] struct AsteroidUpdateTimer(Timer);
#[derive(Resource)] struct AsteroidDatabase(Vec<AsteroidData>);
#[derive(Resource)] struct ActiveAsteroids(HashMap<I64Vec3, AsteroidData>);
#[derive(Resource)] struct AsteroidModel1(Handle<Scene>);
#[derive(Resource)] struct AsteroidModel2(Handle<Scene>);
#[derive(Component)] struct Asteroid;
#[derive(Component)] pub struct DespawnOnPlayerDeath;
struct AsteroidData {
entity: Entity,
//viewdistance: f64,
}
#[derive(Event)]
pub struct DespawnEvent {
entity: Entity,
sceneinstance: InstanceId,
origin: I64Vec3,
}
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct RingMaterial {
alpha_mode: AlphaMode,
#[uniform(0)]
ring_radius: f32,
#[uniform(1)]
jupiter_radius: f32,
}
impl Material for RingMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/jupiters_rings.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
#[derive(Component)]
pub struct Star;
pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut materials_custom: ResMut<Assets<RingMaterial>>,
asset_server: Res<AssetServer>,
) {
// Load assets
commands.insert_resource(AsteroidModel1(asset_server.load(ASSET_ASTEROID1)));
commands.insert_resource(AsteroidModel2(asset_server.load(ASSET_ASTEROID2)));
// Generate starmap
let sphere_handle = meshes.add(Sphere::new(1.0));
let mut starcount = 0;
for star in stars::STARS {
let mag = star.3;
if mag > STARS_MAX_MAGNITUDE {
continue;
}
let is_sun = mag < -20.0;
let scale_color = {|color: f32|
if is_sun {
color * 13.0f32
} else {
color * (0.0659663 * mag * mag - 1.09862 * mag + 4.3)
}
};
let scale_size = {|mag: f32|
if is_sun {
40000.0f32
} else {
1000.0 * (0.230299 * mag * mag - 3.09013 * mag + 15.1782)
} * 100.0
};
let (r, g, b) = nature::star_color_index_to_rgb(star.4);
let star_color_handle = materials.add(StandardMaterial {
base_color: Color::rgb(scale_color(r), scale_color(g), scale_color(b)),
unlit: true,
..default()
});
let mesh_distance = 1e9;
let starchart_distance = if is_sun {
Some(nature::DIST_JUPTER_SUN)
} else if star.5 >= 100000.0 {
None
} else {
Some(nature::PARSEC2METER * star.5 as f64)
};
let name = if star.6.is_empty() {
"Uncharted Star".to_string()
} else {
star.6.to_string()
};
commands.spawn((
Star,
hud::IsClickable {
name: Some(name),
distance: starchart_distance,
},
PbrBundle {
mesh: sphere_handle.clone(),
material: star_color_handle,
transform: Transform::from_xyz(
mesh_distance * star.0,
mesh_distance * star.1,
mesh_distance * star.2,
)
.with_scale(Vec3::splat(scale_size(mag))),
..default()
}
));
starcount += 1;
}
info!("Generated {starcount} stars");
// Add shaded ring
let ring_radius = 229_000_000.0;
let jupiter_radius = 71_492_000.0;
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(Mesh::from(Cylinder::new(ring_radius, 1.0))),
material: materials_custom.add(RingMaterial {
alpha_mode: AlphaMode::Blend,
ring_radius: ring_radius,
jupiter_radius: jupiter_radius,
}),
..default()
},
Position::from_xyz(0.0, 0.0, 0.0),
Rotation::from(Quat::IDENTITY),
//Rotation::from(Quat::from_rotation_x(-0.3f32.to_radians())),
));
}
fn spawn_despawn_asteroids(
time: Res<Time>,
mut timer: ResMut<AsteroidUpdateTimer>,
mut commands: Commands,
q_player: Query<&Position, With<actor::PlayerCamera>>,
mut ew_despawn: EventWriter<DespawnEvent>,
mut db: ResMut<ActiveAsteroids>,
asteroid1_handle: Res<AsteroidModel1>,
asteroid2_handle: Res<AsteroidModel2>,
mut q_asteroid: Query<(Entity, &SceneInstance), With<Asteroid>>,
mut last_player_cell: Local<I64Vec3>,
) {
if !timer.0.tick(time.delta()).just_finished() || q_player.is_empty() {
//if q_player.is_empty() {
return;
}
let player = q_player.get_single().unwrap();
let player_cell = I64Vec3::new(
(player.x / ASTEROID_SPAWN_STEP).round() as i64,
(player.y / ASTEROID_SPAWN_STEP).round() as i64,
(player.z / ASTEROID_SPAWN_STEP).round() as i64,
);
if *last_player_cell == player_cell {
return;
}
*last_player_cell = player_cell;
// Parameters
let view_radius: f64 = ASTEROID_VIEW_RADIUS;
let step: f64 = ASTEROID_SPAWN_STEP;
let stepmax: i64 = (view_radius / step) as i64;
// Despawn far asteroids
let x_min = player_cell.x - stepmax;
let x_max = player_cell.x + stepmax;
let y_min = player_cell.y - stepmax;
let y_max = player_cell.y + stepmax;
let z_min = player_cell.z - stepmax;
let z_max = player_cell.z + stepmax;
for (origin, asteroid) in db.0.iter() {
if origin.x < x_min || origin.x > x_max
|| origin.y < y_min || origin.y > y_max
|| origin.z < z_min || origin.z > z_max
{
let mut despawning_worked = false;
for (ent, sceneinstance) in &mut q_asteroid {
if ent == asteroid.entity {
ew_despawn.send(DespawnEvent {
entity: asteroid.entity,
sceneinstance: **sceneinstance,
origin: origin.clone(),
});
despawning_worked = true;
break;
}
}
if !despawning_worked {
error!("Couldn't despawn asteroid:");
dbg!(origin);
}
}
}
// Density based on the radius alone
let radius_plane = (player.x * player.x + player.z * player.z).sqrt();
let density_r = nature::ring_density((radius_plane / 1e6) as f32);
if density_r < 0.001 {
return;
}
// Density based on radius and the vertical distance to the ring
let normalized_distance = player.y / (RING_THICKNESS / 2.0);
let density = density_r * (-4.0 * normalized_distance.powf(2.0)).exp() as f32;
if density < 0.001 {
return;
}
let mut rng = fastrand::Rng::new();
for x in -stepmax..=stepmax {
for y in -stepmax..=stepmax {
for z in -stepmax..=stepmax {
let origin = I64Vec3::new(
player_cell.x + x as i64,
player_cell.y + y as i64,
player_cell.z + z as i64,
);
if db.0.contains_key(&origin) {
// already in db, nothing to do
continue;
}
// Get a seed based on all of the origin axes
// Probably there's a faster way
rng.seed(origin.x as u64);
let seed = rng.u64(0..u64::MAX).wrapping_add(origin.y as u64);
rng.seed(seed);
let seed = rng.u64(0..u64::MAX).wrapping_add(origin.z as u64);
rng.seed(seed);
let rand_s = rng.f32();
let size_raw: f32 = (rand_s + 1e-4).powf(-0.5) as f32; // -> between ~1 and 100
let size_density = size_raw * density;
if size_density < 0.3 {
continue;
}
if size_raw < 20.0 {
let dist = player_cell.as_dvec3().distance(origin.as_dvec3());
if dist > 6.0 {
continue;
}
}
let size: f32 = ASTEROID_SIZE_FACTOR * size_density;
let rand_x = rng.f64();
let rand_y = rng.f64();
let rand_z = rng.f64();
let rand_c = rng.bool();
let class = if rand_c { 0 } else { 1 };
//let max_viewdist = ASTEROID_VIEW_RADIUS / ASTEROID_SPAWN_STEP;
let wobble = ASTEROID_SPAWN_STEP * 0.5;
let pos = DVec3::new(
origin.x as f64 * ASTEROID_SPAWN_STEP + wobble * rand_x * 2.0 - 1.0,
origin.y as f64 * ASTEROID_SPAWN_STEP + wobble * rand_y * 2.0 - 1.0,
origin.z as f64 * ASTEROID_SPAWN_STEP + wobble * rand_z * 2.0 - 1.0,
);
// Spawn
let mut entity_commands = commands.spawn((
actor::Actor::default(),
RigidBody::Dynamic,
AngularVelocity(DVec3::new(0.1, 0.1, 0.03)),
LinearVelocity(DVec3::new(0.0, 0.0, 0.35)),
Collider::sphere(1.0),
Rotation::from(Quat::from_rotation_y(-PI / 3.)),
Position::new(pos),
Asteroid,
));
let model = match class {
0 => asteroid1_handle.0.clone(),
_ => asteroid2_handle.0.clone(),
};
entity_commands.insert(SceneBundle {
scene: model,
transform: Transform {
scale: Vec3::splat(size),
..default()
},
..default()
});
db.0.insert(origin, AsteroidData {
entity: entity_commands.id(),
//viewdistance: 99999999.0,
});
}
}
}
}
fn handle_despawn(
mut commands: Commands,
mut er_despawn: EventReader<DespawnEvent>,
mut db: ResMut<ActiveAsteroids>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
for despawn in er_despawn.read() {
commands.entity(despawn.entity).despawn();
scene_spawner.despawn_instance(despawn.sceneinstance);
db.0.remove(&despawn.origin);
}
}
fn handle_cheats(
key_input: Res<ButtonInput<KeyCode>>,
mut q_player: Query<(&Transform, &mut Position, &mut LinearVelocity), With<actor::PlayerCamera>>,
mut q_life: Query<(&mut actor::LifeForm, &mut actor::ExperiencesGForce), With<actor::Player>>,
mut ew_playerdies: EventWriter<actor::PlayerDiesEvent>,
mut settings: ResMut<settings::Settings>,
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::EnterVehicle));
}
}
if !settings.god_mode && !settings.dev_mode {
return;
}
if key_input.just_pressed(settings.key_cheat_stop) {
gforce.ignore_gforce_seconds = 1.0;
v.0 = DVec3::ZERO;
}
if key_input.pressed(settings.key_cheat_speed) {
gforce.ignore_gforce_seconds = 1.0;
v.0 += DVec3::from(trans.rotation * Vec3::new(0.0, 0.0, boost));
}
if key_input.pressed(settings.key_cheat_speed_backward) {
gforce.ignore_gforce_seconds = 1.0;
v.0 += DVec3::from(trans.rotation * Vec3::new(0.0, 0.0, -boost));
}
if !settings.dev_mode {
return;
}
if key_input.just_pressed(settings.key_cheat_pizza) {
pos.0 = DVec3::new(-303370.0, 0.0, -500000.0);
gforce.ignore_gforce_seconds = 1.0;
}
if key_input.just_pressed(settings.key_cheat_farview1) {
pos.0 = DVec3::new(-1000.0e6, 1000.0e6, -500.0e6);
gforce.ignore_gforce_seconds = 1.0;
}
if key_input.just_pressed(settings.key_cheat_farview2) {
pos.0 = DVec3::new(1000.0e6, 1000.0e6, -500.0e6);
gforce.ignore_gforce_seconds = 1.0;
}
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) {
ew_playerdies.send(actor::PlayerDiesEvent);
}
}
// A variant of bevy_xpbd_3d::plugins::position_to_transform that adjusts
// the rendering position to center entities at the player camera.
// This avoids rendering glitches when very far away from the origin.
pub fn position_to_transform(
q_player: Query<&Position, With<actor::PlayerCamera>>,
mut q_trans: Query<(&'static mut Transform, &'static Position, &'static Rotation, Option<&'static Parent>)>,
parents: Query<(&'static GlobalTransform, Option<&'static Position>, Option<&'static Rotation>), With<Children>>,
) {
if let Ok(player_pos) = q_player.get_single() {
for (mut transform, pos, rot, parent) in &mut q_trans {
if let Some(parent) = parent {
if let Ok((parent_transform, parent_pos, parent_rot)) = parents.get(**parent) {
// Compute the global transform of the parent using its Position and Rotation
let parent_transform = parent_transform.compute_transform();
let parent_pos = parent_pos.map_or(parent_transform.translation, |pos| {
pos.as_vec3()
// NOTE: I commented out this because it turns a vec3 to a vec4,
// and I don't understand why bevy_xpbd would do that.
//.extend(parent_transform.translation.z)
});
let parent_rot = parent_rot.map_or(parent_transform.rotation, |rot| {
rot.as_quat()
});
let parent_scale = parent_transform.scale;
let parent_transform = Transform::from_translation(parent_pos)
.with_rotation(parent_rot)
.with_scale(parent_scale);
// The new local transform of the child body,
// computed from the its global transform and its parents global transform
let new_transform = GlobalTransform::from(
Transform::from_translation(
pos.as_vec3()
// NOTE: I commented out this because it turns a vec3 to a vec4,
// and I don't understand why bevy_xpbd would do that.
//.extend(parent_pos.z + transform.translation.z * parent_scale.z),
)
.with_rotation(rot.as_quat()),
)
.reparented_to(&GlobalTransform::from(parent_transform));
transform.translation = new_transform.translation;
transform.rotation = new_transform.rotation;
}
} else {
transform.translation = Vec3::new(
(pos.x - player_pos.x) as f32,
(pos.y - player_pos.y) as f32,
(pos.z - player_pos.z) as f32,
);
transform.rotation = rot.as_quat();
}
}
}
}