Files
phos-neo/game/buildings/src/building_plugin.rs
2024-08-27 23:04:03 -04:00

197 lines
5.4 KiB
Rust

use std::f32::consts::E;
use bevy::{ecs::world::CommandQueue, prelude::*, window::PrimaryWindow};
use bevy_asset_loader::loading_state::{
config::{ConfigureLoadingState, LoadingStateConfig},
LoadingStateAppExt,
};
use bevy_rapier3d::{parry::transformation::utils::transform, pipeline::QueryFilter, plugin::RapierContext};
use shared::{
despawn::Despawn,
events::TileModifiedEvent,
states::{AssetLoadState, GameplayState},
tags::MainCamera,
};
use world_generation::{
heightmap, hex_utils::HexCoord, map::map::Map, prelude::GenerationConfig, states::GeneratorState,
};
use crate::{
assets::{
building_asset::{BuildingAsset, BuildingAssetPlugin},
building_database::BuildingDatabase,
},
build_queue::{BuildQueue, QueueEntry},
buildings_map::{BuildingEntry, BuildingMap},
prelude::Building,
};
pub struct BuildingPugin;
impl Plugin for BuildingPugin {
fn build(&self, app: &mut App) {
app.insert_resource(BuildQueue::default());
app.add_plugins(BuildingAssetPlugin);
app.configure_loading_state(
LoadingStateConfig::new(AssetLoadState::Loading).load_collection::<BuildingDatabase>(),
);
app.add_systems(Update, init.run_if(in_state(AssetLoadState::Loading)));
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)),
);
app.add_systems(Update, regernerate.run_if(in_state(GeneratorState::Regenerate)));
app.add_systems(
PostUpdate,
update_building_heights.run_if(in_state(GeneratorState::Idle)),
);
app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));
}
}
fn prepare_building_map(mut commands: Commands, cfg: Res<GenerationConfig>) {
commands.insert_resource(BuildingMap::new(cfg.size));
}
fn regernerate(mut commands: Commands, buildings: Query<Entity, With<Building>>, cfg: Res<GenerationConfig>) {
for e in buildings.iter() {
commands.entity(e).despawn();
}
commands.insert_resource(BuildingMap::new(cfg.size));
}
#[derive(Resource)]
struct IndicatorCube(Handle<Mesh>, Handle<StandardMaterial>);
fn init(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>) {
let cube = Cuboid::from_size(Vec3::splat(1.));
let mesh_handle = meshes.add(cube);
let mat_handle = materials.add(Color::WHITE);
commands.insert_resource(IndicatorCube(mesh_handle, mat_handle));
}
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>,
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));
show_indicators(positions, &mut commands, &indicator);
if mouse.just_pressed(MouseButton::Left) {
build_queue.queue.push(QueueEntry {
building: 0.into(),
pos: contact_coord,
});
next_state.set(GameplayState::Playing);
}
}
}
fn show_indicators(positions: Vec<Vec3>, commands: &mut Commands, indicator: &IndicatorCube) {
for p in positions {
commands.spawn((
PbrBundle {
mesh: indicator.0.clone(),
material: indicator.1.clone(),
transform: Transform::from_translation(p),
..default()
},
Despawn,
));
}
}
fn process_build_queue(
mut queue: ResMut<BuildQueue>,
mut commands: Commands,
db: Res<BuildingDatabase>,
building_assets: Res<Assets<BuildingAsset>>,
mut building_map: ResMut<BuildingMap>,
heightmap: Res<Map>,
) {
for item in &queue.queue {
let handle = &db.buildings[item.building.0];
if let Some(building) = building_assets.get(handle.id()) {
let h = heightmap.sample_height(&item.pos);
println!("Spawning {} at {}", building.name, item.pos);
let e = commands.spawn((
SceneBundle {
scene: building.prefab.clone(),
transform: Transform::from_translation(item.pos.to_world(h)),
..Default::default()
},
Building,
));
building_map.add_building(BuildingEntry::new(item.pos, e.id()));
}
}
queue.queue.clear();
}
fn update_building_heights(
mut tile_updates: EventReader<TileModifiedEvent>,
building_map: Res<BuildingMap>,
mut commands: Commands,
) {
for event in tile_updates.read() {
match event {
TileModifiedEvent::HeightChanged(coord, new_height) => {
if let Some(building) = building_map.get_building(coord) {
let mut queue = CommandQueue::default();
let e = building.entity.clone();
let h = *new_height;
queue.push(move |world: &mut World| {
let mut emut = world.entity_mut(e);
if let Some(mut transform) = emut.get_mut::<Transform>() {
transform.translation.y = h;
}
});
commands.append(&mut queue);
}
}
_ => (),
}
}
}