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4ac8b159c1
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a97d6a0553
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@ -168,8 +168,6 @@ pub struct MessageOnVehicleEntry(pub String);
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#[derive(Component)]
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pub struct PlayersFlashLight;
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#[derive(Component)]
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pub struct MirrorLight;
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#[derive(Component)]
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pub struct WantsMaxRotation(pub f64);
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#[derive(Component)]
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pub struct WantsMaxVelocity(pub f64);
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34
src/cmd.rs
34
src/cmd.rs
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@ -101,7 +101,6 @@ struct ParserState {
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is_planet: bool,
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is_point_of_interest: bool,
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is_tidally_locked: bool,
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is_mirror: bool,
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orbit_distance: Option<f64>,
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orbit_object_id: Option<String>,
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orbit_phase: Option<f64>,
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@ -164,7 +163,6 @@ impl Default for ParserState {
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is_planet: false,
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is_point_of_interest: false,
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is_tidally_locked: false,
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is_mirror: false,
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orbit_distance: None,
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orbit_object_id: None,
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orbit_phase: None,
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@ -444,9 +442,6 @@ pub fn load_defs(mut ew_spawn: EventWriter<SpawnEvent>) {
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["sphere", "yes"] => {
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state.is_sphere = true;
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}
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["mirror", "yes"] => {
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state.is_mirror = true;
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}
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["id", id] => {
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state.id = id.to_string();
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}
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@ -920,9 +915,6 @@ fn spawn_scenes(
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state.angular_momentum = DVec3::ZERO;
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}
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// command: mirror yes
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state.is_mirror = true;
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// command: scale 10.0
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state.model_scale = 10.0;
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@ -1247,32 +1239,6 @@ fn spawn_entities(
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if !state.ar_models.is_empty() {
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actor.insert(hud::AugmentedRealityOverlayBroadcaster);
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}
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if state.is_mirror {
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actor.with_children(|builder| {
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// TODO: rotate the light appropriately
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builder.spawn((
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world::DespawnOnPlayerDeath,
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actor::MirrorLight,
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SpotLightBundle {
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.0),
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rotation: Quat::from_rotation_y(180f32.to_radians()),
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..default()
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},
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spot_light: SpotLight {
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intensity: 2e7,
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color: Color::WHITE,
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shadows_enabled: false,
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inner_angle: PI32 / 16.0,
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outer_angle: PI32 / 13.0,
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range: 1000.0,
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..default()
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},
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..default()
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},
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));
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});
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}
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if state.is_player {
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actor.with_children(|builder| {
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builder.spawn((
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11
src/game.rs
11
src/game.rs
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@ -600,7 +600,6 @@ fn handle_achievement_event(
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fn check_achievements(
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time: Res<Time>,
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q_player: Query<&Position, With<actor::PlayerCamera>>,
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mut q_mirrorlight: Query<&mut Visibility, With<actor::MirrorLight>>,
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id2pos: Res<Id2Pos>,
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mut ew_achievement: EventWriter<AchievementEvent>,
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mut timer: ResMut<AchievementCheckTimer>,
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@ -634,16 +633,6 @@ fn check_achievements(
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if shadowed {
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ew_achievement.send(AchievementEvent::InJupitersShadow);
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for mut mirrorlight_vis in &mut q_mirrorlight {
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*mirrorlight_vis = Visibility::Hidden;
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}
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} else {
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// This is checking for whether the player is shadowed, not the mirror.
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// But in the case where these two are not the same, the player doesn't see
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// the mirror anyway and the mirror light's visibility state is irrelevant.
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for mut mirrorlight_vis in &mut q_mirrorlight {
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*mirrorlight_vis = Visibility::Inherited;
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}
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}
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}
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