outfly/src/actor.rs

707 lines
24 KiB
Rust

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//
// This module manages the internal states of individual characters,
// such as their resources, the damage they receive, and interactions
// between characters and with vehicles.
//
// This module should never handle any visual aspects directly.
use crate::prelude::*;
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
pub const ENGINE_SPEED_FACTOR: f32 = 30.0;
const MAX_TRANSMISSION_DISTANCE: f32 = 100.0;
const MAX_INTERACT_DISTANCE: f32 = 50.0;
pub struct ActorPlugin;
impl Plugin for ActorPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
FixedUpdate,
(
update_physics_lifeforms,
update_power,
handle_gravity,
handle_wants_maxrotation,
handle_wants_maxvelocity.run_if(any_with_component::<WantsMaxVelocity>),
handle_wants_lookat.run_if(alive),
),
);
app.add_systems(
PostUpdate,
handle_gforce
.after(PhysicsSet::Sync)
.after(sync::position_to_transform),
);
app.add_systems(
Update,
(
handle_input.run_if(in_control),
handle_collisions,
handle_damage,
),
);
app.add_systems(PostUpdate, (handle_vehicle_enter_exit,));
app.add_event::<VehicleEnterExitEvent>();
}
}
#[derive(Copy, Clone)]
pub enum DamageType {
Unknown,
Mental,
Trauma,
GForce,
Asphyxiation,
Depressurization,
//Poison,
//Radiation,
//Freeze,
//Burn,
}
#[derive(Event)]
pub struct VehicleEnterExitEvent {
vehicle: Entity,
driver: Entity,
name: Option<String>,
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: 7.5,
}
}
}
#[derive(Component)]
pub struct HitPoints {
pub current: f32,
pub max: f32,
pub damage: f32,
pub damagetype: DamageType,
}
impl Default for HitPoints {
fn default() -> Self {
Self {
current: 100.0,
max: 100.0,
damage: 0.0,
damagetype: DamageType::Unknown,
}
}
}
#[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 gravitational_component: 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::ZERO,
gravitational_component: DVec3::ZERO,
ignore_gforce_seconds: 0.01,
}
}
}
#[derive(Component)]
pub struct Player; // Attached to the suit of the player
#[derive(Component)]
pub struct PlayerCollider; // Attached to the collider of 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 JustNowEnteredVehicle;
#[derive(Component)]
pub struct ActorEnteringVehicle;
#[derive(Component)]
pub struct ActorVehicleBeingEntered;
#[derive(Component)]
pub struct PlayersFlashLight;
#[derive(Component)]
pub struct WantsMaxRotation(pub f64);
#[derive(Component)]
pub struct WantsMaxVelocity(pub f64);
#[derive(Component)]
pub struct WantsToLookAt(pub String);
#[derive(Component)]
pub struct WantsMatchVelocityWith(pub String);
#[derive(Component)]
pub struct Identifier(pub String);
#[derive(Component)]
pub struct OrbitsJupiter;
#[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,
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, // between 0.0 and 1.0
}
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 oxygen_max: f32,
pub integrity: f32, // [0.0 - 1.0]
}
impl Default for Suit {
fn default() -> Self {
SUIT_SIMPLE
}
}
const SUIT_SIMPLE: Suit = Suit {
oxygen: nature::OXY_D,
oxygen_max: nature::OXY_D,
integrity: 1.0,
};
#[derive(Component)]
pub struct Battery {
pub power: f32, // Watt-seconds
pub capacity: f32, // Watt-seconds
pub reactor: f32, // Watt (production)
}
impl Default for Battery {
fn default() -> Self {
Self {
power: 10e3 * 3600.0,
capacity: 10e3 * 3600.0, // 10kWh
reactor: 2000e3, // 2MW
}
}
}
pub fn update_power(
time: Res<Time>,
mut settings: ResMut<Settings>,
mut q_battery: Query<(&mut Battery, Option<&Player>)>,
mut q_flashlight: Query<&mut Visibility, With<PlayersFlashLight>>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
) {
let d = time.delta_seconds();
for (mut battery, player) in &mut q_battery {
if player.is_some() && settings.flashlight_active {
battery.power -= 2400000.0 * d;
if battery.power <= 0.0 {
settings.flashlight_active = false;
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
for mut flashlight_vis in &mut q_flashlight {
*flashlight_vis = Visibility::Hidden;
}
}
}
battery.power = (battery.power + battery.reactor * d).clamp(0.0, battery.capacity);
}
}
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;
hp.damagetype = DamageType::Asphyxiation;
}
}
}
pub fn handle_input(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<Settings>,
q_talker: Query<(&chat::Talker, &Transform), (Without<actor::Player>, Without<Camera>)>,
player: Query<Entity, With<actor::Player>>,
q_camera: Query<&Transform, With<Camera>>,
mut q_flashlight: Query<&mut Visibility, With<PlayersFlashLight>>,
q_vehicles: Query<
(Entity, &Actor, &Transform),
(
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>,
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, &Actor), &Transform)> = q_vehicles
.iter()
.map(|(entity, actor, transform)| ((entity, actor), transform))
.collect();
if let (Some((entity, actor)), dist) =
camera::find_closest_target::<(Entity, &Actor)>(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,
});
}
}
}
} 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).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_lookat(
mut query: Query<(&Position, &mut Rotation, &Transform, &WantsToLookAt), 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) 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;
};
rot.0 = look_at_quat(**pos, target_pos, trans.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;
}
}