dropped item rotation
This commit is contained in:
@@ -1,6 +1,8 @@
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use bevy::prelude::*;
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use crate::entities::item::{Item, ItemBundle, ItemDecorations, ItemType, Material, Quality};
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use crate::entities::item::{
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Item, ItemBundle, ItemDecorations, ItemRotationState, ItemType, Material, Quality,
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};
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use crate::world::tiles::tilemap;
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use crate::world::VisibleGameEntity;
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@@ -48,7 +50,13 @@ pub fn spawn_prefab(
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tilemap
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.item_tiles
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.insert(position.as_ivec3(), items.clone());
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return commands.entity(meat).insert(VisibleGameEntity).id();
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return commands
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.entity(meat)
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.insert(VisibleGameEntity)
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.insert(ItemRotationState {
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should_be_visible: true,
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})
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.id();
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}
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MiscPrefab::Coin => {
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let coin = commands
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@@ -77,7 +85,13 @@ pub fn spawn_prefab(
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tilemap
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.item_tiles
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.insert(position.as_ivec3(), items.clone());
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commands.entity(coin).insert(VisibleGameEntity).id()
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commands
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.entity(coin)
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.insert(VisibleGameEntity)
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.insert(ItemRotationState {
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should_be_visible: true,
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})
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.id()
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}
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}
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}
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@@ -1,4 +1,5 @@
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use bevy::prelude::*;
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use bevy_platform::collections::HashMap;
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use crate::entities::item::decorations::ItemDecorations;
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use crate::entities::item::material::{GemType, Material, MetalType};
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@@ -7,6 +8,7 @@ use crate::entities::item::types::ItemType;
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use crate::entities::item::Item;
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use crate::entities::item::ItemBundle;
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use crate::entities::item::ItemName;
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use crate::world::tiles::TileMap;
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pub fn stain_fade_system(time: Res<Time>, mut items: Query<&mut Item>) {
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if time.elapsed_secs_f64() as u32 % 10 == 0 {
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@@ -16,6 +18,20 @@ pub fn stain_fade_system(time: Res<Time>, mut items: Query<&mut Item>) {
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}
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}
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/// Ensures all items in item_tiles have the ItemRotationState component.
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/// This handles items that were spawned before the rotation system was added,
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/// or items that somehow got missing the component.
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pub fn initialize_item_rotation_state(
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mut commands: Commands,
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items_without_state: Query<(Entity, &Item), Without<ItemRotationState>>,
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) {
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for (entity, _item) in items_without_state.iter() {
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commands.entity(entity).insert(ItemRotationState {
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should_be_visible: true,
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});
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}
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}
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// Helper function to create a decorated item (DEMO ONLY)
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pub fn create_decorated_item(
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commands: &mut Commands,
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@@ -66,3 +82,86 @@ pub fn create_decorated_item(
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.insert(ItemName::new(item_type.name()))
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.id()
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}
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#[derive(Resource)]
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pub struct ItemRotationTimer {
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timer: Timer,
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current_indices: HashMap<IVec3, usize>,
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}
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impl Default for ItemRotationTimer {
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fn default() -> Self {
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Self {
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timer: Timer::from_seconds(0.4f32, TimerMode::Repeating),
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current_indices: HashMap::default(),
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}
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}
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}
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#[derive(Component)]
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pub struct ItemRotationState {
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pub should_be_visible: bool,
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}
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pub fn item_tile_management_system(
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time: Res<Time>,
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mut tilemap: ResMut<TileMap>,
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mut rotation_timer: ResMut<ItemRotationTimer>,
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mut item_query: Query<&mut ItemRotationState, With<Item>>,
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) {
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rotation_timer.timer.tick(time.delta());
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let mut tiles_to_remove = Vec::new();
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let mut tiles_with_items = Vec::new();
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for (position, items) in tilemap.item_tiles.iter() {
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if items.is_empty() {
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tiles_to_remove.push(*position);
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} else {
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tiles_with_items.push((*position, items.clone()));
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}
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}
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for position in tiles_to_remove {
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tilemap.item_tiles.remove(&position);
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rotation_timer.current_indices.remove(&position);
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}
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if rotation_timer.timer.just_finished() {
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for (position, items) in tiles_with_items {
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if items.len() <= 1 {
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if let Some(&entity_id) = items.first() {
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let entity = Entity::from_raw(entity_id);
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if let Ok(mut rotation_state) = item_query.get_mut(entity) {
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rotation_state.should_be_visible = true;
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}
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}
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continue;
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}
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let current_index = rotation_timer
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.current_indices
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.get(&position)
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.copied()
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.unwrap_or(0);
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for &entity_id in &items {
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let entity = Entity::from_raw(entity_id);
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if let Ok(mut rotation_state) = item_query.get_mut(entity) {
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rotation_state.should_be_visible = false;
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}
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}
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let next_index = (current_index + 1) % items.len();
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if let Some(&next_entity_id) = items.get(next_index) {
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let next_entity = Entity::from_raw(next_entity_id);
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if let Ok(mut rotation_state) = item_query.get_mut(next_entity) {
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rotation_state.should_be_visible = true;
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}
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}
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rotation_timer.current_indices.insert(position, next_index);
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}
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}
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}
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+8
-4
@@ -1,9 +1,9 @@
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use bevy::prelude::*;
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use bevy_rand::prelude::*;
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use crate::{
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entities::livestock::pig::pig_drop_system,
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world::tiles::{item_tile_management_system, ItemRotationTimer},
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use crate::entities::{
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item::{initialize_item_rotation_state, item_tile_management_system, ItemRotationTimer},
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livestock::pig::pig_drop_system,
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};
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mod camera;
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@@ -60,6 +60,10 @@ fn main() {
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)
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.add_systems(Update, pig_drop_system)
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.insert_resource(ItemRotationTimer::default())
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.add_systems(Update, item_tile_management_system)
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.add_systems(Update, initialize_item_rotation_state)
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.add_systems(
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Update,
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item_tile_management_system.after(initialize_item_rotation_state),
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)
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.run();
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}
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+2
-1
@@ -49,7 +49,8 @@ impl Plugin for WorldPlugin {
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.add_systems(
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Update,
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(
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compute_visibility_of_game_entities,
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compute_visibility_of_game_entities
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.after(crate::entities::item::item_tile_management_system),
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(
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handle_tile_occlusion_updates,
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build_quilted_terrain_sprites,
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@@ -1,94 +1,9 @@
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use bevy::prelude::*;
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use bevy_platform::collections::hash_map::HashMap;
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use crate::{entities::item::Item, game};
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#[derive(Resource, Default, Clone)]
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pub struct TileMap {
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pub floor_tiles: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])>, //id, canStandIn, canStandOn, visiblyTransparent, astar_weight, visible_range
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pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range //TODO - consider moving alot of this into the fixtures components
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pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range
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pub item_tiles: HashMap<IVec3, Vec<u32>>, // Entity.id's of items on this tile
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}
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#[derive(Resource)]
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pub struct ItemRotationTimer {
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timer: Timer,
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current_indices: HashMap<IVec3, usize>,
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}
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impl Default for ItemRotationTimer {
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fn default() -> Self {
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Self {
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timer: Timer::from_seconds(0.4f32, TimerMode::Repeating),
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current_indices: HashMap::default(),
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}
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}
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}
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// TODO - broken, doesnt work with the visibleGameEntity system
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pub fn item_tile_management_system(
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time: Res<Time>,
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mut tilemap: ResMut<TileMap>,
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mut rotation_timer: ResMut<ItemRotationTimer>,
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z_index: Res<game::ZIndex>,
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mut visibility_query: Query<&mut Visibility, With<Item>>,
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) {
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rotation_timer.timer.tick(time.delta());
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let mut tiles_to_remove = Vec::new();
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let mut tiles_with_items = Vec::new();
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for (position, items) in tilemap.item_tiles.iter() {
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if items.is_empty() {
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tiles_to_remove.push(*position);
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} else {
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tiles_with_items.push((*position, items.clone()));
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}
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}
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for position in tiles_to_remove {
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tilemap.item_tiles.remove(&position);
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rotation_timer.current_indices.remove(&position);
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}
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if rotation_timer.timer.just_finished() {
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for (position, items) in tiles_with_items {
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if position.z > z_index.0 as i32 {
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continue;
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}
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if items.len() <= 1 {
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if let Some(&entity_id) = items.first() {
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let entity = Entity::from_raw(entity_id);
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if let Ok(mut visibility) = visibility_query.get_mut(entity) {
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*visibility = Visibility::Visible;
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}
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}
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continue;
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}
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let current_index = rotation_timer
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.current_indices
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.get(&position)
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.copied()
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.unwrap_or(0);
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if let Some(¤t_entity_id) = items.get(current_index) {
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let current_entity = Entity::from_raw(current_entity_id);
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if let Ok(mut visibility) = visibility_query.get_mut(current_entity) {
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*visibility = Visibility::Hidden;
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}
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}
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let next_index = (current_index + 1) % items.len();
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if let Some(&next_entity_id) = items.get(next_index) {
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let next_entity = Entity::from_raw(next_entity_id);
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if let Ok(mut visibility) = visibility_query.get_mut(next_entity) {
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*visibility = Visibility::Visible;
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}
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}
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rotation_timer.current_indices.insert(position, next_index);
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}
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}
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}
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@@ -1,5 +1,6 @@
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use crate::{
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constants::{ITILE_SIZE, TILE_SIZE},
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entities::item::ItemRotationState,
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game,
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world::{
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chunks::{Z_ABOVE, Z_BELOW, Z_TOTAL},
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@@ -14,12 +15,28 @@ use bevy_platform::time::Instant;
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pub struct VisibleGameEntity;
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pub fn compute_visibility_of_game_entities(
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mut query: Query<(&Transform, &mut Visibility, &mut Sprite), With<VisibleGameEntity>>,
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mut query: Query<
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(
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&Transform,
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&mut Visibility,
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&mut Sprite,
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Option<&ItemRotationState>,
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),
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With<VisibleGameEntity>,
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>,
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z_index: Res<game::ZIndex>,
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) {
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query
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.par_iter_mut()
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.for_each(|(transform, mut visibility, mut sprite)| {
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.for_each(|(transform, mut visibility, mut sprite, rotation_state)| {
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// Check if this item should be hidden due to rotation
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if let Some(rotation_state) = rotation_state {
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if !rotation_state.should_be_visible {
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*visibility = Visibility::Hidden;
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return;
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}
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}
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let entity_z = (transform.translation.z / TILE_SIZE) - 1.0;
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// if same z-level, always visible
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if z_index.0 == entity_z {
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@@ -46,7 +63,6 @@ pub fn compute_visibility_of_game_entities(
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((z_index.0 - (transform.translation.z / TILE_SIZE) + 1.) / 8.0).clamp(0.0, 1.0);
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sprite.color = Color::hsv(194.7, saturation, 1.0 - (saturation / 2.0));
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sprite.color.set_alpha(1.0 - saturation);
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});
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}
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