units testing

This commit is contained in:
2024-09-10 20:41:33 -04:00
parent 805fb3feb6
commit b156a33a54
15 changed files with 254 additions and 131 deletions

View File

@@ -1,7 +1,7 @@
use asset_loader::create_asset_loader;
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
use shared::resource::ResourceIdentifier;
use shared::identifiers::ResourceIdentifier;
use crate::footprint::BuildingFootprint;

View File

@@ -9,6 +9,7 @@ use bevy_rapier3d::{parry::transformation::utils::transform, pipeline::QueryFilt
use shared::{
despawn::Despawn,
events::TileModifiedEvent,
resources::TileUnderCursor,
states::{AssetLoadState, GameplayState},
tags::MainCamera,
};
@@ -78,47 +79,23 @@ fn init(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials:
}
fn hq_placement(
cam_query: Query<(&GlobalTransform, &Camera), With<MainCamera>>,
mut commands: Commands,
window: Query<&Window, With<PrimaryWindow>>,
mouse: Res<ButtonInput<MouseButton>>,
rapier_context: Res<RapierContext>,
tile_under_cursor: Res<TileUnderCursor>,
map: Res<Map>,
indicator: Res<IndicatorCube>,
mut build_queue: ResMut<BuildQueue>,
mut next_state: ResMut<NextState<GameplayState>>,
) {
let win = window.single();
let (cam_transform, camera) = cam_query.single();
let Some(cursor_pos) = win.cursor_position() else {
return;
};
let Some(cam_ray) = camera.viewport_to_world(cam_transform, cursor_pos) else {
return;
};
let collision = rapier_context.cast_ray(
cam_ray.origin,
cam_ray.direction.into(),
500.,
true,
QueryFilter::only_fixed(),
);
if let Some((_e, dist)) = collision {
let contact_point = cam_ray.get_point(dist);
let contact_coord = HexCoord::from_world_pos(contact_point);
if !map.is_in_bounds(&contact_coord) {
return;
}
let positions = map.hex_select(&contact_coord, 3, true, |pos, h, _| pos.to_world(h));
if let Some(contact) = tile_under_cursor.0 {
let positions = map.hex_select(&contact.tile, 3, true, |pos, h, _| pos.to_world(h));
show_indicators(positions, &mut commands, &indicator);
if mouse.just_pressed(MouseButton::Left) {
build_queue.queue.push(QueueEntry {
building: 0.into(),
pos: contact_coord,
pos: contact.tile,
});
next_state.set(GameplayState::Playing);