File cleanup
This commit is contained in:
@@ -0,0 +1,2 @@
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pub mod pig;
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pub mod rabbit;
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@@ -0,0 +1,59 @@
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use crate::constants::TILE_SIZE;
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use crate::constants::*;
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use crate::entities::shared_components::Ambulatory;
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use crate::tilemap::VisibleGameEntity;
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use bevy::prelude::*;
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use bevy_rand::prelude::*;
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use rand::Rng;
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#[derive(Bundle)]
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pub struct Pig {
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ambulatory: Ambulatory,
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sprite: Sprite,
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transform: Transform,
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visibility: Visibility,
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}
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impl Pig {
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pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
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Pig {
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ambulatory: Ambulatory {
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walk_speed: 25.,
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run_speed: 6.,
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target: None,
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current_path: None,
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path_index: 0,
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step_recovery: 0,
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},
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sprite: Sprite {
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image: asset_server.load("pig.png"),
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..Default::default()
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},
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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visibility: Visibility::Hidden,
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}
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}
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}
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pub fn spawn_pigs(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut rng_q: Query<&mut Entropy<WyRand>, With<Global>>,
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) {
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if let Ok(mut rng) = rng_q.single_mut() {
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// Spawn a handful of pigs
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for _ in 0..5 {
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let cit = commands
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.spawn(Pig::new(
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&asset_server,
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Vec3::new(
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rng.random_range(-32.0f32..32.0f32).round(),
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rng.random_range(-32.0f32..32.0f32).round(),
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35.0,
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) * TILE_SIZE,
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))
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.id();
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commands.entity(cit).insert(VisibleGameEntity);
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}
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}
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}
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@@ -0,0 +1,59 @@
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use crate::constants::TILE_SIZE;
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use crate::constants::*;
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use crate::entities::shared_components::Ambulatory;
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use crate::tilemap::VisibleGameEntity;
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use bevy::prelude::*;
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use bevy_rand::prelude::*;
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use rand::Rng;
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#[derive(Bundle)]
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pub struct Rabbit {
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ambulatory: Ambulatory,
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sprite: Sprite,
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transform: Transform,
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visibility: Visibility,
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}
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impl Rabbit {
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pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
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Rabbit {
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ambulatory: Ambulatory {
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walk_speed: 1.,
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run_speed: 6.,
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target: None,
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current_path: None,
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path_index: 0,
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step_recovery: 0,
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},
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sprite: Sprite {
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image: asset_server.load("rabbit.png"),
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..Default::default()
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},
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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visibility: Visibility::Hidden,
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}
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}
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}
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pub fn spawn_rabbits(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut rng_q: Query<&mut Entropy<WyRand>, With<Global>>,
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) {
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if let Ok(mut rng) = rng_q.single_mut() {
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// Spawn a handful of rabbits
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for _ in 0..15 {
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let cit = commands
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.spawn(Rabbit::new(
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&asset_server,
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Vec3::new(
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rng.random_range(-32.0f32..32.0f32).round(),
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rng.random_range(-32.0f32..32.0f32).round(),
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35.0,
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) * TILE_SIZE,
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))
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.id();
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commands.entity(cit).insert(VisibleGameEntity);
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}
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}
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}
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@@ -0,0 +1,6 @@
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pub mod livestock;
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pub mod sentient;
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pub mod shared_components;
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pub mod shared_systems;
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pub use shared_systems::*;
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@@ -0,0 +1,59 @@
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use crate::constants::TILE_SIZE;
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use crate::constants::*;
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use crate::entities::shared_components::Ambulatory;
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use crate::tilemap::VisibleGameEntity;
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use bevy::prelude::*;
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use bevy_rand::prelude::*;
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use rand::Rng;
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#[derive(Bundle)]
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pub struct Dorf {
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ambulatory: Ambulatory,
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sprite: Sprite,
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transform: Transform,
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visibility: Visibility,
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}
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impl Dorf {
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pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
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Dorf {
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ambulatory: Ambulatory {
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walk_speed: 5.,
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run_speed: 6.,
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target: None,
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current_path: None,
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path_index: 0,
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step_recovery: 0,
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},
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sprite: Sprite {
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image: asset_server.load("dorf.png"),
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..Default::default()
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},
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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visibility: Visibility::Hidden,
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}
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}
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}
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pub fn spawn_dorfs(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut rng_q: Query<&mut Entropy<WyRand>, With<Global>>,
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) {
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if let Ok(mut rng) = rng_q.single_mut() {
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// Spawn a handful of dorfs
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for _ in 0..40 {
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let cit = commands
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.spawn(Dorf::new(
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&asset_server,
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Vec3::new(
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rng.random_range(-8.0f32..8.0f32).round(),
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rng.random_range(-8.0f32..8.0f32).round(),
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35.0,
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) * TILE_SIZE,
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))
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.id();
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commands.entity(cit).insert(VisibleGameEntity);
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}
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}
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}
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@@ -0,0 +1 @@
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pub mod dorf;
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@@ -0,0 +1,11 @@
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct Ambulatory {
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pub walk_speed: f32,
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pub run_speed: f32,
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pub current_path: Option<Vec<Vec3>>,
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pub path_index: usize,
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pub target: Option<Vec3>,
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pub step_recovery: u32,
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}
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@@ -0,0 +1,2 @@
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pub mod ambulatory;
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pub use ambulatory::*; // replace with explicit imports/exports eventually
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@@ -0,0 +1 @@
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pub mod pathfinding;
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@@ -2,7 +2,8 @@ use crate::constants::TILE_SIZE;
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use crate::tile::TileMap;
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use crate::{
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constants::*,
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tilemap::{ChunkMap, VisibleGameEntity, CHUNK_SIZE},
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entities::shared_components::Ambulatory,
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tilemap::{ChunkMap, CHUNK_SIZE},
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};
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use bevy::{math::ivec3, prelude::*};
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use bevy_rand::prelude::*;
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@@ -12,45 +13,6 @@ use std::{
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process::exit,
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};
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#[derive(Bundle)]
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pub struct Citizen {
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ambulatory: Ambulatory,
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sprite: Sprite,
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transform: Transform,
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visibility: Visibility,
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}
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impl Citizen {
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pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
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Citizen {
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ambulatory: Ambulatory {
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walk_speed: 0.,
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run_speed: 6.,
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target: None,
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current_path: None,
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path_index: 0,
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step_recovery: 0,
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},
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sprite: Sprite {
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image: asset_server.load("dorf.png"),
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..Default::default()
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},
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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visibility: Visibility::Hidden,
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}
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}
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}
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#[derive(Component)]
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pub struct Ambulatory {
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pub walk_speed: f32,
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pub run_speed: f32,
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pub current_path: Option<Vec<Vec3>>,
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pub path_index: usize,
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pub target: Option<Vec3>,
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pub step_recovery: u32,
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}
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#[derive(Clone, Eq, PartialEq, Debug)]
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struct PathNode {
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position: IVec3,
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@@ -74,15 +36,12 @@ pub struct PathfindingPlugin;
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impl Plugin for PathfindingPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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FixedUpdate,
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(update_citizen_wandering_targets, citizen_movement).chain(),
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);
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app.add_systems(FixedUpdate, (update_wandering_targets, movement).chain());
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}
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}
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pub fn update_citizen_wandering_targets(
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mut query: Query<(&mut Ambulatory, &Transform)>,
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pub fn update_wandering_targets(
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mut query: Query<(&mut Ambulatory, &Transform)>, // add a 'with' here when behaviours are implemented
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tilemap: Res<TileMap>,
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chunk_map: Res<ChunkMap>,
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mut rng_q: Query<&mut Entropy<WyRand>, With<Global>>,
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@@ -134,19 +93,12 @@ pub fn update_citizen_wandering_targets(
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}
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}
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pub fn citizen_movement(
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mut query: Query<(
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&mut Ambulatory,
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&mut Transform,
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&mut Visibility,
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&mut Sprite,
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)>,
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tilemap: Res<TileMap>,
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) {
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pub fn movement(mut query: Query<(&mut Ambulatory, &mut Transform)>, tilemap: Res<TileMap>) {
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query
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.par_iter_mut()
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.for_each(|(mut ambulatory, mut transform, _, _)| {
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.for_each(|(mut ambulatory, mut transform)| {
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let current_pos = transform.translation;
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// Apply gravity if in air
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if !is_standable_tile(&tilemap, current_pos.as_ivec3()) {
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transform.translation.z -= TILE_SIZE;
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return;
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@@ -432,25 +384,3 @@ fn reconstruct_path(came_from: HashMap<IVec3, IVec3>, mut current: IVec3) -> Vec
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path.reverse();
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path
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}
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pub fn spawn_citizens(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut rng_q: Query<&mut Entropy<WyRand>, With<Global>>,
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) {
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if let Ok(mut rng) = rng_q.single_mut() {
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// Spawn a handful of citizens
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for _ in 0..10 {
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let cit = commands
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.spawn(Citizen::new(
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&asset_server,
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Vec3::new(
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rng.random_range(-8.0f32..8.0f32).round(),
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rng.random_range(-8.0f32..8.0f32).round(),
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35.0,
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) * TILE_SIZE,
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))
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.id();
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commands.entity(cit).insert(VisibleGameEntity);
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}
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}
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}
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+5
-3
@@ -2,9 +2,9 @@ use bevy::prelude::*;
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use bevy_rand::prelude::*;
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mod camera;
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mod citizen;
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mod constants;
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mod cursor;
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mod entities;
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mod game;
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mod item;
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mod tile;
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@@ -36,13 +36,15 @@ fn main() {
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))
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.insert_resource(ClearColor(Color::srgb(0., 0., 0.)))
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.add_plugins(tilemap::TilemapPlugin)
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.add_plugins(citizen::PathfindingPlugin)
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.add_plugins(entities::pathfinding::PathfindingPlugin)
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.add_systems(
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Startup,
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(
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camera::spawn_panning_camera,
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cursor::setup_cursor,
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citizen::spawn_citizens,
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entities::sentient::dorf::spawn_dorfs,
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entities::livestock::pig::spawn_pigs,
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entities::livestock::rabbit::spawn_rabbits,
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),
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)
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.add_systems(
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+1
-1
@@ -398,7 +398,7 @@ fn generate_chunk_weathering_and_precipitation(// mut commands: Commands,
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// TODO: Generate weathering and precipitation
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// Temperature and humidity
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// Erosion
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// Hadley lines etc
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// Hadley lines/cells etc
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// Biomes
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}
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Reference in New Issue
Block a user