use bevy::prelude::*; use crate::{nature, settings, actor, audio, hud}; const MIN_INTERACT_DISTANCE: f32 = 30.0; const ASSET_CONVERSATIONS: &str = "scenes/conversations.scn.ron"; pub struct ActorPlugin; impl Plugin for ActorPlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, setup); app.register_type::(); app.register_type::(); app.add_systems(FixedUpdate, ( update_physics_lifeforms, update_physics_actors, )); app.add_systems(Update, ( handle_new_conversations, handle_conversations, handle_input, )); app.add_event::(); } } #[derive(Event)] pub struct StartConversationEvent { pub talker: Talker, } #[derive(Component)] pub struct Actor { pub hp: f32, pub m: f32, // mass pub v: Vec3, // velocity pub angular_momentum: Quat, } impl Default for Actor { fn default() -> Self { Self { hp: 100.0, m: 100.0, v: Vec3::ZERO, angular_momentum: Quat::from_euler(EulerRot::XYZ, 0.001, 0.01, 0.003), } } } #[derive(Component)] pub struct Player; #[derive(Component)] pub struct PlayerInConversation; #[derive(Component)] pub struct InConversationWithPlayer; #[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 reply: String, pub goto: String, } #[derive(Component, Reflect, Default)] #[reflect(Component)] pub struct ChatChoice { pub id: String, pub label: String, pub choice: String, pub goto: String, } #[derive(Component)] pub struct Chat { pub id: String, pub label: String, pub timer: f64, } #[derive(Component)] #[derive(Clone)] pub struct Talker { pub conv_id: String, } #[derive(Component)] pub struct LifeForm { pub adrenaline: f32, pub adrenaline_baseline: f32, pub adrenaline_jolt: f32, } impl Default for LifeForm { fn default() -> Self { Self { adrenaline: 0.3, adrenaline_baseline: 0.3, adrenaline_jolt: 0.0, }}} #[derive(Component)] pub struct Suit { pub oxygen: f32, pub power: f32, pub oxygen_max: f32, pub power_max: f32, } 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, }; pub fn setup( mut commands: Commands, asset_server: Res, ) { commands.spawn(DynamicSceneBundle { scene: asset_server.load(ASSET_CONVERSATIONS), ..default() }); } pub fn update_physics_actors( time: Res