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synced 2024-12-24 21:08:19 -06:00
player move events
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parent
74a7a9710d
commit
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@ -1,8 +1,9 @@
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter};
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter, ViewMut, EntitiesViewMut};
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use crate::{
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player::MainPlayer,
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world::{raycast::LookingAtBlock, ChunkStorage, block::Block},
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input::{Inputs, PrevInputs}
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input::{Inputs, PrevInputs},
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events::{EventComponent, player_actions::PlayerActionEvent},
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};
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pub fn block_placement_system(
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@ -10,7 +11,10 @@ pub fn block_placement_system(
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raycast: View<LookingAtBlock>,
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input: UniqueView<Inputs>,
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prev_input: UniqueView<PrevInputs>,
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mut world: UniqueViewMut<ChunkStorage>
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mut world: UniqueViewMut<ChunkStorage>,
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mut entities: EntitiesViewMut,
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mut events: ViewMut<EventComponent>,
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mut player_events: ViewMut<PlayerActionEvent>,
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) {
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let action_place = input.action_b && !prev_input.0.action_b;
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let action_break = input.action_a && !prev_input.0.action_a;
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@ -18,19 +22,27 @@ pub fn block_placement_system(
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//get raycast info
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let Some(ray) = (&main_player, &raycast).iter().next().unwrap().1/**/.0 else { return };
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//update block
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let place_position = if action_place {
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let (place_position, place_block) = if action_place {
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let position = (ray.position - ray.direction * 0.5).floor().as_ivec3();
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let Some(block) = world.get_block_mut(position) else { return };
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*block = Block::Dirt;
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position
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(position, *block)
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} else {
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let Some(block) = world.get_block_mut(ray.block_position) else { return };
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*block = Block::Air;
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ray.block_position
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(ray.block_position, *block)
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};
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//mark chunk as dirty
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let (chunk_pos, _) = ChunkStorage::to_chunk_coords(place_position);
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let chunk = world.chunks.get_mut(&chunk_pos).unwrap();
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chunk.dirty = true;
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//send event
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entities.add_entity(
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(&mut events, &mut player_events),
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(EventComponent, PlayerActionEvent::UpdatedBlock {
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position: place_position,
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block: place_block,
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})
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);
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}
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}
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@ -2,6 +2,8 @@ use glam::UVec2;
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use shipyard::{World, Component, AllStoragesViewMut, SparseSet};
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use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent};
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pub mod player_actions;
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct EventComponent;
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36
src/events/player_actions.rs
Normal file
36
src/events/player_actions.rs
Normal file
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@ -0,0 +1,36 @@
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use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter};
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use glam::{IVec3, Quat, Vec3};
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use crate::{
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world::block::Block,
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player::MainPlayer,
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transform::Transform
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};
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use super::EventComponent;
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#[derive(Component, Clone, Copy, Debug)]
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pub enum PlayerActionEvent {
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PositionChanged {
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position: Vec3,
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direction: Quat
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},
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UpdatedBlock {
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position: IVec3,
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block: Block,
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},
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}
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pub fn generate_move_events(
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transforms: View<Transform>,
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player: View<MainPlayer>,
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mut entities: EntitiesViewMut,
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mut events: ViewMut<EventComponent>,
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mut actions: ViewMut<PlayerActionEvent>,
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) {
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let Some((_, transform)) = (&player, transforms.inserted_or_modified()).iter().next() else { return };
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let (_, direction, position) = transform.0.to_scale_rotation_translation();
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entities.add_entity(
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(&mut events, &mut actions),
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(EventComponent, PlayerActionEvent::PositionChanged { position, direction })
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);
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}
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@ -1,3 +1,6 @@
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// allowed because systems often need a lot of arguments
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#![allow(clippy::too_many_arguments)]
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use shipyard::{
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World, Workload, IntoWorkload,
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UniqueView, UniqueViewMut,
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@ -44,7 +47,10 @@ use player::spawn_player;
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use prefabs::load_prefabs;
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use settings::load_settings;
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use camera::compute_cameras;
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use events::{clear_events, process_glutin_events};
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use events::{
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clear_events, process_glutin_events,
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player_actions::generate_move_events
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};
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use input::{init_input, process_inputs};
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use fly_controller::update_controllers;
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use rendering::{
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@ -74,6 +80,7 @@ fn update() -> Workload {
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(
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process_inputs,
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update_controllers,
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generate_move_events,
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update_loaded_world_around_player,
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update_raycasts,
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block_placement_system,
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