units wip

This commit is contained in:
2024-08-27 23:04:03 -04:00
parent 25b6ad1099
commit 77fa421bb2
18 changed files with 210 additions and 7 deletions

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@@ -38,7 +38,10 @@ impl Plugin for BuildingPugin {
);
app.add_systems(Update, init.run_if(in_state(AssetLoadState::Loading)));
app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
app.add_systems(
Update,
hq_placement.run_if(in_state(GameplayState::PlaceHQ).and_then(in_state(GeneratorState::Idle))),
);
app.add_systems(
PreUpdate,
prepare_building_map.run_if(in_state(GeneratorState::SpawnMap)),

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@@ -15,6 +15,7 @@ world_generation = { path = "../../engine/world_generation" }
bevy_rapier3d = { version = "0.27.0", features = ["simd-stable", "parallel"] }
rayon = "1.10.0"
buildings = { path = "../buildings" }
units = { path = "../units" }
shared = { path = "../shared" }
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",

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@@ -37,7 +37,7 @@ fn chunk_rebuilder(
for (chunk_entity, idx) in &chunk_query {
#[cfg(feature = "tracing")]
let _spawn_span = info_span!("Rebuild Chunk").entered();
println!("Rebuilding Chunk");
info!("Rebuilding Chunk");
let chunk_index = idx.index;
let chunk_data = heightmap.get_chunk_mesh_data(chunk_index);
let chunk_offset = heightmap.chunks[chunk_index].chunk_offset;

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@@ -84,9 +84,7 @@ impl Plugin for MapInitPlugin {
app.add_systems(Update, despawn_map.run_if(in_state(GeneratorState::Regenerate)));
app.add_systems(
Update,
spawn_map
.run_if(in_state(AssetLoadState::LoadComplete))
.run_if(in_state(GeneratorState::SpawnMap)),
spawn_map.run_if(in_state(AssetLoadState::LoadComplete).and_then(in_state(GeneratorState::SpawnMap))),
);
app.insert_resource(TileManager::default());

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@@ -1,8 +1,10 @@
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_inspector_egui::bevy_egui::EguiContexts;
use bevy_inspector_egui::bevy_egui::{systems::InputEvents, EguiContexts};
use bevy_inspector_egui::egui;
use bevy_rapier3d::prelude::*;
use shared::states::GameplayState;
use shared::tags::MainCamera;
use units::units_debug_plugin::UnitsDebugPlugin;
use world_generation::{
consts::HEX_CORNERS,
hex_utils::{HexCoord, INNER_RADIUS},
@@ -14,6 +16,7 @@ pub struct DebugPlugin;
impl Plugin for DebugPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(UnitsDebugPlugin);
app.insert_state(DebugState::Base);
app.add_systems(
@@ -30,6 +33,8 @@ impl Plugin for DebugPlugin {
.run_if(in_state(DebugState::Verbose)),
);
app.add_systems(Update, regenerate_map.run_if(in_state(GeneratorState::Idle)));
app.insert_resource(Shape(Polyline3d::new([
HEX_CORNERS[0],
HEX_CORNERS[1],
@@ -52,6 +57,17 @@ pub enum DebugState {
Verbose,
}
fn regenerate_map(
mut generator_state: ResMut<NextState<GeneratorState>>,
mut gameplay_state: ResMut<NextState<GameplayState>>,
input: Res<ButtonInput<KeyCode>>,
) {
if input.just_pressed(KeyCode::KeyR) {
generator_state.set(GeneratorState::Regenerate);
gameplay_state.set(GameplayState::PlaceHQ);
}
}
fn show_tile_heights(
cam_query: Query<(&GlobalTransform, &Camera), With<MainCamera>>,
window: Query<&Window, With<PrimaryWindow>>,

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@@ -4,3 +4,4 @@ pub mod resource;
pub mod states;
pub mod tags;
pub mod events;
pub mod sets;

4
game/shared/src/sets.rs Normal file
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@@ -0,0 +1,4 @@
use bevy::prelude::*;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct GameplaySet;

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@@ -1,3 +1,9 @@
use bevy::prelude::*;
#[derive(Component)]
pub struct MainCamera;
#[derive(Component)]
pub enum Faction {
Player,
Phos,
}

21
game/units/Cargo.toml Normal file
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@@ -0,0 +1,21 @@
[package]
name = "units"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.14.0"
world_generation = { path = "../../engine/world_generation" }
shared = { path = "../shared" }
bevy_rapier3d = "0.27.0"
serde = { version = "1.0.204", features = ["derive"] }
asset_loader = { path = "../../engine/asset_loader" }
serde_json = "1.0.120"
ron = "0.8.1"
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
[features]
tracing = []

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@@ -0,0 +1,3 @@
pub mod unit_asset;
pub mod unit_database;

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@@ -0,0 +1,52 @@
use asset_loader::create_asset_loader;
use bevy::{ecs::world::CommandQueue, prelude::*};
use serde::{Deserialize, Serialize};
use crate::components::{Unit, UnitDomain};
#[derive(Asset, TypePath, Debug, Serialize, Deserialize)]
pub struct UnitAsset {
pub name: String,
pub description: String,
pub size: u32,
pub prefab_path: String,
#[serde(skip)]
pub prefab: Handle<Scene>,
pub unit_type: UnitType,
pub domain: UnitDomain,
}
impl UnitAsset {
pub fn spawn(&self, transform: Transform) -> CommandQueue {
let mut commands = CommandQueue::default();
let bundle = (
PbrBundle {
transform: transform,
..default()
},
Unit,
self.domain.clone(),
);
commands.push(move |world: &mut World| {
world.spawn(bundle);
});
todo!();
}
}
create_asset_loader!(
UnitAssetPlugin,
UnitAssetLoader,
UnitAsset,
&["unit", "unit.ron"],
prefab_path -> prefab
;?
);
#[derive(Debug, Serialize, Deserialize)]
pub enum UnitType {
Basic,
Turret,
}

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@@ -0,0 +1,10 @@
use bevy::prelude::*;
use bevy_asset_loader::asset_collection::AssetCollection;
use super::unit_asset::UnitAsset;
#[derive(Resource, AssetCollection)]
pub struct UnitDatabase {
#[asset(key = "units", collection(typed))]
pub units: Vec<Handle<UnitAsset>>,
}

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@@ -0,0 +1,12 @@
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
#[derive(Component, Debug)]
pub struct Unit;
#[derive(Component, Serialize, Deserialize, Debug, Clone, Copy)]
pub enum UnitDomain {
Land,
Air,
Navy,
}

5
game/units/src/lib.rs Normal file
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@@ -0,0 +1,5 @@
#[cfg(debug_assertions)]
pub mod units_debug_plugin;
pub mod units_plugin;
pub mod components;
pub mod assets;

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@@ -0,0 +1,18 @@
use bevy::prelude::*;
use shared::states::GameplayState;
use world_generation::states::GeneratorState;
pub struct UnitsDebugPlugin;
impl Plugin for UnitsDebugPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
spawn_test_unit.run_if(in_state(GeneratorState::Idle).and_then(in_state(GameplayState::Playing))),
);
}
}
fn spawn_test_unit(mut commands: Commands, input: Res<ButtonInput<KeyCode>>) {
}

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@@ -0,0 +1,37 @@
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_asset_loader::loading_state::{
config::{ConfigureLoadingState, LoadingStateConfig},
LoadingStateAppExt,
};
use shared::states::{AssetLoadState, GameplayState};
use world_generation::states::GeneratorState;
use crate::assets::{unit_asset::UnitAssetPlugin, unit_database::UnitDatabase};
pub struct UnitsPlugin;
impl Plugin for UnitsPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(UnitAssetPlugin);
app.configure_loading_state(LoadingStateConfig::new(AssetLoadState::Loading).load_collection::<UnitDatabase>());
app.add_systems(Update, units_control.in_set(UnitUpdateSet));
app.configure_sets(
Update,
UnitUpdateSet.run_if(in_state(GameplayState::Playing).and_then(in_state(GeneratorState::Idle))),
);
}
}
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
struct UnitUpdateSet;
fn units_control(input: Res<ButtonInput<KeyCode>>, window: Query<&Window, With<PrimaryWindow>>) {
let win = window.single();
let Some(cursor_pos) = win.cursor_position() else {
return;
};
}