Files
dorf/src/entities/livestock/pig.rs
T
popertots d325aa6488 feat: fix log fixture passthrough, improve collision, add move_direction
Fix 1 — insert_fixture now updates ChunkData bitsets:
  Log trunks (can_stand_in=false) now block movement in is_standable.
  Leaf canopy (can_stand_in=true) remains walkable.

Fix 2 — Diagonal-aware collision avoidance:
  Sidestep priority: left+forward, left, right+forward, right.
  If all blocked: push through (excuse me), advance path, apply one-step
  delay (speed-modulated recovery). Does not stack delays.

Fix 3 — Movement direction tracking:
  Ambulatory now has move_direction (Vec2) and step_history ([i16; 4]).
  TileOccupancy tracks per-tile direction hints for Stage 2 collision
  (convoy skip, E/S yield) via direction_at().
  move_direction is smoothed from: 2 historical steps, current confirmed
  step, and 2-step path lookahead.

Ignore: add *.patch and *.diff to .gitignore
2026-03-21 11:07:35 +00:00

121 lines
3.5 KiB
Rust

use crate::config::GameConfig;
use crate::constants::TILE_SIZE;
use crate::constants::*;
use crate::entities::item::{spawn_prefab, MiscPrefab};
use crate::entities::shared_components::Ambulatory;
use crate::game::SpawnDelay;
use crate::world::tiles::tilemap;
use crate::world::VisibleGameEntity;
use bevy::prelude::*;
use bevy_rand::prelude::*;
use rand::RngExt;
#[derive(Bundle)]
pub struct Pig {
ambulatory: Ambulatory,
sprite: Sprite,
transform: Transform,
visibility: Visibility,
drop_timer: PigDropTimer,
}
impl Pig {
pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
Pig {
ambulatory: Ambulatory {
walk_speed: 25.,
run_speed: 6.,
target: None,
current_path: None,
path_index: 0,
step_recovery: 0,
validation_cooldown: 0,
move_direction: Vec2::ZERO,
step_history: [0i16; 4],
},
sprite: Sprite {
image: asset_server.load("pig.png"),
..Default::default()
},
transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
visibility: Visibility::Hidden,
drop_timer: PigDropTimer(Timer::from_seconds(5.0, TimerMode::Repeating)),
}
}
}
#[derive(Component, Deref, DerefMut)]
pub struct PigDropTimer(pub Timer);
pub fn spawn_pigs(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut rng_q: Query<&mut WyRand, With<GlobalRng>>,
config: Res<GameConfig>,
mut delay: ResMut<SpawnDelay>,
mut has_spawned: Local<bool>,
) {
if *has_spawned {
return;
}
if delay.0 < 60 {
delay.0 += 1;
return;
}
*has_spawned = true;
if let Ok(mut rng) = rng_q.single_mut() {
for _ in 0..config.spawn_counts.pigs {
let raw_x = rng.random_range(-32.0f32..32.0f32);
let raw_y = rng.random_range(-32.0f32..32.0f32);
let grid_x = (raw_x / TILE_SIZE).round() * TILE_SIZE;
let grid_y = (raw_y / TILE_SIZE).round() * TILE_SIZE;
let grid_z = 35.0 * TILE_SIZE;
let pig = commands
.spawn(Pig::new(&asset_server, Vec3::new(grid_x, grid_y, grid_z)))
.id();
commands.entity(pig).insert(VisibleGameEntity);
}
}
}
pub fn pig_drop_system(
mut commands: Commands,
asset_server: Res<AssetServer>,
time: Res<Time>,
mut pigs: Query<(&mut PigDropTimer, &Transform)>,
mut tilemap: ResMut<tilemap::TileMap>,
mut rng_q: Query<&mut WyRand, With<GlobalRng>>,
) {
for (mut timer, transform) in &mut pigs {
timer.tick(time.delta());
if timer.just_finished() {
if let Ok(mut rng) = rng_q.single_mut() {
if rng.random_range(0..10) <= 5 {
// Example: pig drops raw meat
spawn_prefab(
&mut commands,
&asset_server,
MiscPrefab::RawMeat,
transform.translation,
&mut tilemap,
);
} else {
//example: pig drops a coin
spawn_prefab(
&mut commands,
&asset_server,
MiscPrefab::Coin,
transform.translation,
&mut tilemap,
);
}
}
}
}
}