buildings
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@@ -1,14 +1,24 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
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use shared::{despawn::Despawn, states::GameplayState, tags::MainCamera};
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use shared::{
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despawn::Despawn,
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states::{GameplayState, MenuState},
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tags::MainCamera,
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};
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use world_generation::{hex_utils::HexCoord, map::map::Map};
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use crate::build_queue::{self, BuildQueue, QueueEntry};
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pub struct BuildingPugin;
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impl Plugin for BuildingPugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(BuildQueue::default());
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app.add_systems(Startup, init);
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app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
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app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));
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}
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}
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@@ -30,6 +40,8 @@ fn hq_placement(
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rapier_context: Res<RapierContext>,
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map: Res<Map>,
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indicator: Res<IndicatorCube>,
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mut build_queue: ResMut<BuildQueue>,
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next_state: ResMut<NextState<GameplayState>>,
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) {
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let win = window.single();
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let (cam_transform, camera) = cam_query.single();
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@@ -53,16 +65,29 @@ fn hq_placement(
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let contact_point = cam_ray.get_point(dist);
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let contact_coord = HexCoord::from_world_pos(contact_point);
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let positions = map.hex_select(&contact_coord, 3, true, |pos, h, _| pos.to_world(h));
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for p in positions {
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commands.spawn((
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PbrBundle {
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mesh: indicator.0.clone(),
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material: indicator.1.clone(),
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transform: Transform::from_translation(p),
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..default()
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},
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Despawn,
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));
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show_indicators(positions, &mut commands, &indicator);
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if mouse.just_pressed(MouseButton::Left) {
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build_queue.queue.push(QueueEntry {
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building: 0.into(),
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pos: contact_coord,
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});
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}
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}
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}
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fn show_indicators(positions: Vec<Vec3>, commands: &mut Commands, indicator: &IndicatorCube) {
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for p in positions {
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commands.spawn((
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PbrBundle {
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mesh: indicator.0.clone(),
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material: indicator.1.clone(),
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transform: Transform::from_translation(p),
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..default()
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},
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Despawn,
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));
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}
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}
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fn process_build_queue(mut queue: ResMut<BuildQueue>) {}
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