Files
dorf/src/entities/livestock/rabbit.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

80 lines
2.2 KiB
Rust

use crate::config::GameConfig;
use crate::constants::TILE_SIZE;
use crate::constants::*;
use crate::entities::shared_components::Ambulatory;
use crate::game::SpawnDelay;
use crate::world::VisibleGameEntity;
use bevy::prelude::*;
use bevy_rand::prelude::*;
use rand::RngExt;
#[derive(Bundle)]
pub struct Rabbit {
ambulatory: Ambulatory,
sprite: Sprite,
transform: Transform,
visibility: Visibility,
}
impl Rabbit {
pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
Rabbit {
ambulatory: Ambulatory {
walk_speed: 1.,
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("rabbit.png"),
..Default::default()
},
transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
visibility: Visibility::Hidden,
}
}
}
pub fn spawn_rabbits(
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.rabbits {
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 rab = commands
.spawn(Rabbit::new(
&asset_server,
Vec3::new(grid_x, grid_y, grid_z),
))
.id();
commands.entity(rab).insert(VisibleGameEntity);
}
}
}