926 lines
32 KiB
Rust
926 lines
32 KiB
Rust
// ▄████████▄ + ███ + ▄█████████ ███ +
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// ███▀ ▀███ + + ███ ███▀ + ███ + +
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// ███ + ███ ███ ███ █████████ ███ ███ ███ ███
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// ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
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// ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
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// ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
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// ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
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// + + + ███
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// + ▀████████████████████████████████████████████████████▀
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//
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// This module manages the internal states of individual characters,
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// such as their resources, the damage they receive, and interactions
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// between characters and with vehicles.
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//
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// This module should never handle any visual aspects directly.
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use crate::prelude::*;
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use bevy::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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use std::collections::HashMap;
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pub const ENGINE_SPEED_FACTOR: f32 = 30.0;
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const MAX_TRANSMISSION_DISTANCE: f32 = 100.0;
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const MAX_INTERACT_DISTANCE: f32 = 50.0;
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pub const POWER_DRAIN_THRUSTER: [f32; 3] = [3000.0, 3000.0, 0.0];
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pub const THRUSTER_BOOST_FACTOR: [f64; 3] = [3.0, 3.0, 0.0];
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pub const POWER_DRAIN_FLASHLIGHT: [f32; 4] = [200.0, 1500.0, 2500.0, 10000.0];
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pub const FLASHLIGHT_INTENSITY: [f32; 4] = [10e6, 400e6, 2e9, 100e9]; // in lumens
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pub const POWER_DRAIN_LIGHTAMP: [f32; 4] = [0.0, 200.0, 400.0, 1400.0];
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pub const POWER_DRAIN_AR: f32 = 300.0;
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pub const POWER_GAIN_REACTOR: [f32; 3] = [0.0, 2000.0, 10000.0];
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pub struct ActorPlugin;
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impl Plugin for ActorPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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FixedUpdate,
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(
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update_physics_lifeforms.run_if(game_running),
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update_power.run_if(game_running),
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handle_gravity.run_if(game_running),
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handle_wants_rotation.run_if(game_running),
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handle_wants_acceleration.run_if(game_running),
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handle_wants_maxrotation.run_if(game_running),
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handle_wants_maxvelocity
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.run_if(game_running)
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.run_if(any_with_component::<WantsMaxVelocity>),
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handle_wants_lookat.run_if(game_running).run_if(alive),
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),
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);
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app.add_systems(
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PostUpdate,
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handle_gforce
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.run_if(game_running)
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.after(PhysicsSet::Sync)
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.after(sync::position_to_transform),
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);
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app.add_systems(
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Update,
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(
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handle_input.run_if(in_control).run_if(game_running),
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handle_collisions.run_if(game_running),
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handle_damage.run_if(game_running),
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),
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);
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app.add_systems(
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PostUpdate,
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(handle_vehicle_enter_exit.run_if(game_running),),
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);
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app.add_event::<VehicleEnterExitEvent>();
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}
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}
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#[derive(Copy, Clone)]
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pub enum DamageType {
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Unknown,
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Mental,
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Trauma,
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GForce,
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Asphyxiation,
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Depressurization,
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//Poison,
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Radiation,
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//Freeze,
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//Burn,
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}
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#[derive(Event)]
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pub struct VehicleEnterExitEvent {
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vehicle: Entity,
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driver: Entity,
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name: Option<String>,
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is_entering: bool,
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is_player: bool,
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}
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#[derive(Component)]
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pub struct Actor {
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pub id: String,
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pub name: Option<String>,
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pub camdistance: f32,
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}
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impl Default for Actor {
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fn default() -> Self {
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Self {
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id: "".to_string(),
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name: None,
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camdistance: 7.5,
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}
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}
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}
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#[derive(Component)]
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pub struct HitPoints {
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pub current: f32,
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pub max: f32,
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pub damage: f32,
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pub damagetype: DamageType,
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}
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impl Default for HitPoints {
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fn default() -> Self {
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Self {
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current: 100.0,
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max: 100.0,
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damage: 0.0,
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damagetype: DamageType::Unknown,
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}
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}
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}
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#[derive(Component)]
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pub struct ExperiencesGForce {
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pub gforce: f32,
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pub damage_threshold: f32,
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pub visual_effect_threshold: f32,
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pub visual_effect: f32,
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pub last_linear_velocity: DVec3,
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pub gravitational_component: DVec3,
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pub ignore_gforce_seconds: f32,
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}
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impl Default for ExperiencesGForce {
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fn default() -> Self {
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Self {
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gforce: 0.0,
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damage_threshold: 100.0,
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visual_effect_threshold: 20.0,
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visual_effect: 0.0,
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last_linear_velocity: DVec3::ZERO,
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gravitational_component: DVec3::ZERO,
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ignore_gforce_seconds: 0.01,
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}
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}
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}
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#[derive(Component, Default)]
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pub struct WantsAcceleration {
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pub direction: DVec3,
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pub brake: bool,
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}
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#[derive(Component)]
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pub struct Player; // Attached to the suit of the player
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#[derive(Component)]
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pub struct PlayerCollider; // Attached to the collider of the suit of the player
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#[derive(Component)]
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pub struct PlayerDrivesThis; // Attached to the entered vehicle
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#[derive(Component)]
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pub struct PlayerCamera; // Attached to the actor to use as point of view
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#[derive(Component)]
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pub struct JustNowEnteredVehicle;
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#[derive(Component)]
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pub struct ActorEnteringVehicle;
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#[derive(Component)]
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pub struct ActorVehicleBeingEntered;
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#[derive(Component)]
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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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#[derive(Component)]
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pub struct WantsToLookAt(pub String);
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#[derive(Component)]
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pub struct WantsRotation(pub DQuat);
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#[derive(Component)]
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pub struct WantsMatchVelocityWith(pub String);
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#[derive(Component)]
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pub struct Identifier(pub String);
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#[derive(Component)]
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pub struct OrbitsJupiter;
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#[derive(Component)]
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pub struct LifeForm {
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pub is_alive: bool,
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pub is_radioactively_damaged: bool,
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pub adrenaline: f32,
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pub adrenaline_baseline: f32,
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pub adrenaline_jolt: f32,
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}
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impl Default for LifeForm {
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fn default() -> Self {
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Self {
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is_alive: true,
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is_radioactively_damaged: false,
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adrenaline: 0.3,
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adrenaline_baseline: 0.3,
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adrenaline_jolt: 0.0,
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}
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}
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}
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#[derive(Component)]
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pub struct Vehicle {
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stored_drivers_collider: Option<Collider>,
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}
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impl Default for Vehicle {
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fn default() -> Self {
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Self {
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stored_drivers_collider: None,
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}
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}
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}
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#[derive(Copy, Clone, PartialEq)]
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pub enum EngineType {
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Monopropellant,
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Ion,
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}
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#[derive(Component)]
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pub struct Engine {
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pub thrust_forward: f32,
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pub thrust_back: f32,
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pub thrust_sideways: f32,
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pub reaction_wheels: f32,
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pub engine_type: EngineType,
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pub warmup_seconds: f32,
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pub current_warmup: f32, // between 0.0 and 1.0
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pub current_boost_factor: f64,
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pub currently_firing: bool,
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pub currently_matching_velocity: bool,
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}
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impl Default for Engine {
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fn default() -> Self {
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Self {
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thrust_forward: 1.0,
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thrust_back: 1.0,
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thrust_sideways: 1.0,
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reaction_wheels: 1.0,
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engine_type: EngineType::Monopropellant,
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warmup_seconds: 1.5,
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current_warmup: 0.0,
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current_boost_factor: 1.0,
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currently_firing: false,
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currently_matching_velocity: false,
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}
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}
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}
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#[derive(Component)]
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pub struct Suit {
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pub oxygen: f32,
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pub oxygen_max: f32,
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pub integrity: f32, // [0.0 - 1.0]
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}
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impl Default for Suit {
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fn default() -> Self {
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SUIT_SIMPLE
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}
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}
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const SUIT_SIMPLE: Suit = Suit {
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oxygen: nature::OXY_D,
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oxygen_max: nature::OXY_D,
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integrity: 1.0,
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};
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#[derive(Component)]
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pub struct Battery {
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pub power: f32, // Watt-seconds
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pub capacity: f32, // Watt-seconds
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pub overloaded_recovering: bool,
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}
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impl Default for Battery {
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fn default() -> Self {
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Self {
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power: 10.0 * 3600.0,
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capacity: 10.0 * 3600.0, // 10Wh
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overloaded_recovering: false,
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}
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}
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}
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pub fn update_power(
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time: Res<Time>,
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mut settings: ResMut<Settings>,
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prefs: Res<Preferences>,
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mut q_battery: Query<(&mut Battery, &mut Engine), With<Player>>,
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mut q_flashlight: Query<&mut Visibility, With<PlayersFlashLight>>,
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q_bike: Query<&PlayerDrivesThis>,
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mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
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mut ew_game: EventWriter<game::GameEvent>,
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) {
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let mut power_down = false;
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let d = time.delta_seconds();
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let inside_vehicle = !q_bike.is_empty();
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for (mut battery, mut engine) in &mut q_battery {
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if !inside_vehicle && !settings.god_mode {
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if settings.flashlight_active {
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battery.power -= POWER_DRAIN_FLASHLIGHT[prefs.flashlight_power] * d; // 2.4MW
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if battery.power <= 0.0 {
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power_down = true;
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settings.flashlight_active = false;
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for mut flashlight_vis in &mut q_flashlight {
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*flashlight_vis = Visibility::Hidden;
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}
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}
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}
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if settings.hud_active {
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let mut hud_drain = POWER_DRAIN_AR;
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hud_drain += POWER_DRAIN_LIGHTAMP[prefs.light_amp];
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battery.power -= hud_drain * d;
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if battery.power <= 0.0 {
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power_down = true;
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ew_game.send(GameEvent::SetAR(Turn::Off));
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for mut flashlight_vis in &mut q_flashlight {
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*flashlight_vis = Visibility::Hidden;
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}
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}
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}
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let drain = POWER_DRAIN_THRUSTER[prefs.thruster_boost];
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let boosting = !battery.overloaded_recovering
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&& prefs.thruster_boost != 2
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&& (prefs.thruster_boost == 1 || engine.currently_matching_velocity);
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if boosting {
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if battery.power > drain * d * 100.0 {
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engine.current_boost_factor = THRUSTER_BOOST_FACTOR[prefs.thruster_boost];
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if engine.currently_firing {
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battery.power -= drain * d;
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}
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} else {
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power_down = true;
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battery.overloaded_recovering = true;
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engine.current_boost_factor = 1.0;
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}
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} else {
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engine.current_boost_factor = 1.0;
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}
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if power_down {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::PowerDown));
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}
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}
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let reactor = POWER_GAIN_REACTOR[settings.reactor_state];
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battery.power = (battery.power + reactor * d).clamp(0.0, battery.capacity);
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if battery.overloaded_recovering && battery.power > battery.capacity * 0.5 {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::PowerUp));
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battery.overloaded_recovering = false;
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}
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}
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}
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pub fn update_physics_lifeforms(
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time: Res<Time>,
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settings: Res<Settings>,
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id2pos: Res<game::Id2Pos>,
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mut query: Query<(
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&mut LifeForm,
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&mut HitPoints,
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&mut Suit,
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&LinearVelocity,
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&Position,
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Option<&Player>,
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)>,
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q_bike: Query<&PlayerDrivesThis>,
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) {
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let d = time.delta_seconds();
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let inside_vehicle = !q_bike.is_empty();
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for (mut lifeform, mut hp, mut suit, velocity, pos, player) in query.iter_mut() {
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if lifeform.adrenaline_jolt.abs() > 1e-3 {
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lifeform.adrenaline_jolt *= 0.99;
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} else {
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lifeform.adrenaline_jolt = 0.0
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}
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let speed = velocity.length();
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if speed > 1000.0 {
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lifeform.adrenaline += 0.001;
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}
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lifeform.adrenaline =
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(lifeform.adrenaline - 0.0001 + lifeform.adrenaline_jolt * 0.01).clamp(0.0, 1.0);
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if player.is_some() {
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lifeform.is_radioactively_damaged = if !inside_vehicle && settings.reactor_state == 2 {
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true
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} else if let Some(pos_jupiter) = id2pos.0.get(cmd::ID_JUPITER) {
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pos_jupiter.distance(pos.0) < 140_000_000.0
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} else {
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false
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};
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if lifeform.is_radioactively_damaged {
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hp.damage += 0.3 * d;
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hp.damagetype = DamageType::Radiation;
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}
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}
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let mut oxygen_drain = nature::OXY_S;
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let integr_threshold = 0.5;
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if suit.integrity < integr_threshold {
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// The oxygen drain from suit integrity scales with (2 - 2x)^4,
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// which is a function with ~16 at x=0 and 0 at x=1.
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// Furthermore, x is divided by the integrity threshold (e.g. 0.5)
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// to squeeze the function horizontally, and change the range for
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// the x parameter from [0-1] to [0-integritythreshold]
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//
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// 16 |.
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// |.
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// |'.
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// | '.
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// | '..
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// |______''....
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// x=0 x=1
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let drain_scaling = (2.0 - 2.0 * suit.integrity / integr_threshold).powf(4.0);
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oxygen_drain += suit.oxygen * 0.01 * drain_scaling;
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}
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suit.oxygen = (suit.oxygen - oxygen_drain * d).clamp(0.0, suit.oxygen_max);
|
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if suit.oxygen <= 0.0 {
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hp.damage += 1.0 * d;
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hp.damagetype = DamageType::Asphyxiation;
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}
|
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}
|
|
}
|
|
|
|
pub fn handle_input(
|
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mut commands: Commands,
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut settings: ResMut<Settings>,
|
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q_talker: Query<(&chat::Talker, &Transform), (Without<actor::Player>, Without<Camera>)>,
|
|
player: Query<Entity, With<actor::Player>>,
|
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q_camera: Query<&Transform, With<Camera>>,
|
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mut q_flashlight: Query<&mut Visibility, With<PlayersFlashLight>>,
|
|
q_vehicles: Query<
|
|
(Entity, &Actor, &Transform, Option<&MessageOnVehicleEntry>),
|
|
(
|
|
With<actor::Vehicle>,
|
|
Without<actor::Player>,
|
|
Without<Camera>,
|
|
),
|
|
>,
|
|
mut ew_conv: EventWriter<chat::StartConversationEvent>,
|
|
mut ew_vehicle: EventWriter<VehicleEnterExitEvent>,
|
|
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
|
|
mut log: ResMut<hud::Log>,
|
|
q_player_drives: Query<Entity, With<PlayerDrivesThis>>,
|
|
) {
|
|
if q_camera.is_empty() || player.is_empty() {
|
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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))
|
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.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() {
|
|
// Sort vehicles by their distance to the player
|
|
let objects: Vec<((Entity, &Actor, Option<&MessageOnVehicleEntry>), &Transform)> =
|
|
q_vehicles
|
|
.iter()
|
|
.map(|(entity, actor, transform, msg)| ((entity, actor, msg), transform))
|
|
.collect();
|
|
|
|
// Get the vehicle with shortest distance
|
|
if let (Some((entity, actor, msg)), dist) =
|
|
camera::find_closest_target::<(Entity, &Actor, Option<&MessageOnVehicleEntry>)>(
|
|
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,
|
|
name: actor.name.clone(),
|
|
is_entering: q_player_drives.is_empty(),
|
|
is_player: true,
|
|
});
|
|
if let Some(msg) = msg {
|
|
log.warning(msg.0.clone());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} 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,
|
|
name: None,
|
|
is_entering: false,
|
|
is_player: true,
|
|
});
|
|
break;
|
|
}
|
|
} else if keyboard_input.just_pressed(settings.key_flashlight) {
|
|
for mut flashlight_vis in &mut q_flashlight {
|
|
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
|
|
if *flashlight_vis == Visibility::Hidden {
|
|
*flashlight_vis = Visibility::Visible;
|
|
settings.flashlight_active = true;
|
|
} else {
|
|
*flashlight_vis = Visibility::Hidden;
|
|
settings.flashlight_active = false;
|
|
}
|
|
}
|
|
} else if keyboard_input.just_pressed(settings.key_cruise_control) {
|
|
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
|
|
settings.cruise_control_active ^= true;
|
|
}
|
|
}
|
|
|
|
pub fn handle_vehicle_enter_exit(
|
|
mut commands: Commands,
|
|
mut er_vehicle: EventReader<VehicleEnterExitEvent>,
|
|
mut ew_achievement: EventWriter<game::AchievementEvent>,
|
|
mut q_playerflashlight: Query<
|
|
&mut Transform,
|
|
(
|
|
With<PlayersFlashLight>,
|
|
Without<ActorVehicleBeingEntered>,
|
|
Without<ActorEnteringVehicle>,
|
|
),
|
|
>,
|
|
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(driver).insert(JustNowEnteredVehicle);
|
|
commands.entity(vehicle).insert(WantsAcceleration::default());
|
|
commands.entity(vehicle).remove::<hud::IsTargeted>();
|
|
commands.entity(vehicle).insert(PlayerCamera);
|
|
commands.entity(vehicle).insert(PlayerDrivesThis);
|
|
if let Ok(mut flashlight_trans) = q_playerflashlight.get_single_mut() {
|
|
flashlight_trans.rotation = Quat::from_rotation_y(0f32);
|
|
flashlight_trans.translation = Vec3::new(0.0, 0.0, 0.0);
|
|
}
|
|
if let Some(vehicle_name) = &event.name {
|
|
ew_achievement.send(game::AchievementEvent::RideVehicle(
|
|
vehicle_name.clone(),
|
|
));
|
|
}
|
|
} else {
|
|
// Exiting Vehicle
|
|
if let Some(collider) = &vehicle_component.stored_drivers_collider {
|
|
commands.entity(driver).insert(collider.clone());
|
|
}
|
|
if let Ok(mut flashlight_trans) = q_playerflashlight.get_single_mut() {
|
|
flashlight_trans.rotation =
|
|
Quat::from_rotation_y(180f32.to_radians());
|
|
flashlight_trans.translation = Vec3::new(0.0, 0.0, 1.0);
|
|
}
|
|
commands.entity(driver).insert(RigidBody::Dynamic);
|
|
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::ExitVehicle));
|
|
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, With<PlayerCollider>>,
|
|
mut q_player_lifeform: Query<(&mut LifeForm, &mut Suit), With<Player>>,
|
|
) {
|
|
if let (Ok(player), 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;
|
|
suit.integrity = (suit.integrity - 0.03).max(0.0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn handle_wants_maxrotation(
|
|
//time: Res<Time>,
|
|
mut query: Query<(&mut AngularVelocity, &Engine, &WantsMaxRotation)>,
|
|
) {
|
|
//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(0.05).clamp(1.001, 1.1)) as f64;
|
|
v_ang.0 *= angular_slowdown;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Slows down NPC's movement until they reach their target velocity.
|
|
fn handle_wants_maxvelocity(
|
|
time: Res<Time>,
|
|
mut query: Query<(
|
|
&Position,
|
|
&mut LinearVelocity,
|
|
&Engine,
|
|
&WantsMaxVelocity,
|
|
Option<&OrbitsJupiter>,
|
|
Option<&WantsMatchVelocityWith>,
|
|
)>,
|
|
id2v: Res<game::Id2V>,
|
|
jupiter_pos: Res<game::JupiterPos>,
|
|
) {
|
|
let dt = time.delta_seconds();
|
|
for (pos, mut v, engine, maxv, orbits_jupiter, matchwith) in &mut query {
|
|
let target_velocity = if let Some(matchwith) = matchwith {
|
|
if let Some(target_v) = id2v.0.get(&matchwith.0) {
|
|
*target_v
|
|
} else {
|
|
warn!("Can't match velocity with nonexisting ID {}", matchwith.0);
|
|
continue;
|
|
}
|
|
} else if orbits_jupiter.is_some() {
|
|
let relative_pos = pos.0 - jupiter_pos.0;
|
|
nature::orbital_velocity(relative_pos, nature::JUPITER_MASS)
|
|
} else {
|
|
DVec3::ZERO
|
|
};
|
|
let relative_velocity = v.0 - target_velocity;
|
|
let relative_speed = relative_velocity.length();
|
|
|
|
if relative_speed <= maxv.0 + EPSILON {
|
|
// it's already pretty close to the target
|
|
if relative_speed > maxv.0 {
|
|
// but not quite the target, so let's set it to the target
|
|
v.0 = target_velocity;
|
|
}
|
|
} else {
|
|
// slow it down a little bit
|
|
// 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 * -relative_velocity;
|
|
v.0 += acceleration;
|
|
if v.0.length() + EPSILON < acceleration.length() {
|
|
v.0 = target_velocity;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn handle_wants_rotation(mut q_actor: Query<(&mut Rotation, &WantsRotation)>) {
|
|
for (mut rot, setrot) in &mut q_actor {
|
|
**rot = setrot.0;
|
|
}
|
|
}
|
|
|
|
fn handle_wants_acceleration(
|
|
jupiter_pos: Res<game::JupiterPos>,
|
|
mut q_actor: Query<(
|
|
Entity,
|
|
&Transform,
|
|
&Position,
|
|
&mut LinearVelocity,
|
|
Option<&WantsAcceleration>,
|
|
Option<&hud::IsTargeted>,
|
|
Option<&PlayerCamera>,
|
|
)>,
|
|
) {
|
|
// Vector elements: (Entity, is_player, pos)
|
|
let mut request_closest: Vec<(Entity, bool, DVec3)> = vec![];
|
|
let mut closest_map: HashMap<Entity, DVec3> = HashMap::new();
|
|
|
|
// First, determine whether any actor wants to brake (=match velocity)
|
|
for (entity, _, pos, _, accel, _, is_player) in &mut q_actor {
|
|
if accel.is_some() && accel.unwrap().brake {
|
|
request_closest.push((entity, is_player.is_some(), pos.0.clone()));
|
|
}
|
|
}
|
|
|
|
// If an actor is braking, find out relative to what it wants to brake
|
|
for (entity, is_player, pos) in &request_closest {
|
|
let mut target_v: Option<DVec3> = None;
|
|
|
|
// First, if this is the player, check whether they targeted anything
|
|
// so we can match velocity to the target.
|
|
if *is_player {
|
|
for (_, _, _, v, _, is_target, _) in &q_actor {
|
|
if is_target.is_some() {
|
|
target_v = Some(v.0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If not, simply look for the closest object and match velocity to that.
|
|
if target_v.is_none() {
|
|
let mut closest_distance = camera::MAX_DIST_FOR_MATCH_VELOCITY;
|
|
for (testentity, _, testpos, v, _, _, _) in &q_actor {
|
|
if *entity != testentity {
|
|
let distance = (*pos - testpos.0).length();
|
|
if distance < closest_distance {
|
|
target_v = Some(v.0);
|
|
closest_distance = distance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Last resort: Match velocity to the orbital velocity around Jupiter
|
|
if target_v.is_none() {
|
|
let relative_pos = *pos - jupiter_pos.0;
|
|
target_v = Some(nature::orbital_velocity(relative_pos, nature::JUPITER_MASS));
|
|
}
|
|
|
|
if let Some(target_v) = target_v {
|
|
closest_map.insert(*entity, target_v);
|
|
}
|
|
}
|
|
|
|
for (entity, trans, _, mut v, accel, _, _) in &mut q_actor {
|
|
if let Some(accel) = accel {
|
|
if accel.brake {
|
|
if let Some(target_v) = closest_map.get(&entity) {
|
|
**v = *target_v;
|
|
}
|
|
} else if accel.direction != DVec3::ZERO {
|
|
let delta_v = trans.rotation * accel.direction.as_vec3();
|
|
**v += delta_v.as_dvec3();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn handle_wants_lookat(
|
|
mut query: Query<
|
|
(
|
|
&Position,
|
|
&mut Rotation,
|
|
&Transform,
|
|
&WantsToLookAt,
|
|
Option<&visual::IsEffect>,
|
|
),
|
|
Without<Camera>,
|
|
>,
|
|
q_playercam: Query<&Position, With<PlayerCamera>>,
|
|
q_cam: Query<&Transform, With<Camera>>,
|
|
id2pos: Res<game::Id2Pos>,
|
|
) {
|
|
let player_pos = if let Ok(player_pos) = q_playercam.get_single() {
|
|
player_pos
|
|
} else {
|
|
return;
|
|
};
|
|
let cam_pos = if let Ok(cam_trans) = q_cam.get_single() {
|
|
cam_trans.translation.as_dvec3() + player_pos.0
|
|
} else {
|
|
return;
|
|
};
|
|
|
|
// TODO: use ExternalTorque rather than hard-resetting the rotation
|
|
for (pos, mut rot, trans, target_id, is_effect) in &mut query {
|
|
let target_pos: DVec3 = if target_id.0 == cmd::ID_SPECIAL_PLAYERCAM {
|
|
cam_pos
|
|
} else if let Some(target_pos) = id2pos.0.get(&target_id.0) {
|
|
*target_pos
|
|
} else {
|
|
continue;
|
|
};
|
|
let up = if is_effect.is_some() {
|
|
// trans.up() sometimes crashes with thruster particle effects
|
|
Dir3::Y
|
|
} else {
|
|
if trans.translation.length_squared() > 1e-6 {
|
|
trans.up()
|
|
} else {
|
|
Dir3::Y
|
|
}
|
|
};
|
|
rot.0 = look_at_quat(**pos, target_pos, up.as_dvec3());
|
|
}
|
|
}
|
|
|
|
fn handle_damage(
|
|
mut ew_playerdies: EventWriter<game::PlayerDiesEvent>,
|
|
mut q_hp: Query<(&mut HitPoints, Option<&Player>), Changed<HitPoints>>,
|
|
settings: Res<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(game::PlayerDiesEvent(hp.damagetype));
|
|
}
|
|
} 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 - gforce.gravitational_component).length() as f32;
|
|
gforce.last_linear_velocity = v.0;
|
|
gforce.gravitational_component = DVec3::ZERO;
|
|
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;
|
|
hp.damagetype = DamageType::GForce;
|
|
}
|
|
|
|
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
|
|
}
|
|
}
|
|
}
|
|
|
|
fn handle_gravity(
|
|
time: Res<Time>,
|
|
mut q_pos: Query<
|
|
(
|
|
&Position,
|
|
&mut LinearVelocity,
|
|
Option<&mut ExperiencesGForce>,
|
|
),
|
|
With<OrbitsJupiter>,
|
|
>,
|
|
jupiter_pos: Res<game::JupiterPos>,
|
|
) {
|
|
let dt = time.delta_seconds() as f64;
|
|
|
|
// this assumes prograde orbits for every object
|
|
for (pos, mut v, gforce_maybe) in &mut q_pos {
|
|
let relative_pos = pos.0 - jupiter_pos.0;
|
|
let accel = dt * nature::gravitational_acceleration(relative_pos, nature::JUPITER_MASS);
|
|
if let Some(mut gforce) = gforce_maybe {
|
|
gforce.gravitational_component += accel;
|
|
}
|
|
v.0 += accel;
|
|
}
|
|
}
|