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use crate::shared::player::*;
use crate::shared::projectile::*;
use crate::shared::*;
use bevy::ecs::system::*;
use bevy::utils::Duration;
use std::ops::*;
#[derive(Copy, Clone, PartialEq, Debug, Deserialize, Serialize)]
pub enum Ability {
Activated(ActivatedAbility),
Directional(DirectionalAbility),
Targeted(TargetedAbility),
}
#[derive(Copy, Clone, PartialEq, Debug, Deserialize, Serialize)]
pub enum TargetedAbility {
MeeleAttack,
RangedAttack,
}
impl TargetedAbility {
pub fn to_projectile(
self,
source_player: PlayerId,
position: Vec2,
target_player: PlayerId,
) -> Projectile {
match self {
TargetedAbility::MeeleAttack => Projectile {
type_: ProjectileType::Instant(InstantProjectile { target_player }),
source_player,
damage: 5.,
},
TargetedAbility::RangedAttack => Projectile {
type_: ProjectileType::Targeted(TargetedProjectile {
target_player,
position,
}),
source_player,
damage: 6.,
},
}
}
}
#[derive(Copy, Clone, PartialEq, Debug, Deserialize, Serialize)]
pub enum ActivatedAbility {
Speed,
}
#[derive(Copy, Clone, PartialEq, Debug, Deserialize, Serialize)]
pub enum DirectionalAbility {
Dash,
Spear,
}
pub struct DirectionalAbilityActivation(
pub fn(commands: &mut Commands, source_player: PlayerId, direction: Vec2) -> (),
);
impl DirectionalAbility {
pub fn activate(self) -> DirectionalAbilityActivation {
match self {
DirectionalAbility::Dash => DirectionalAbilityActivation(dash_activation),
DirectionalAbility::Spear => DirectionalAbilityActivation(spear_activation),
}
}
}
fn dash_activation(commands: &mut Commands, source_player: PlayerId, direction: Vec2) {
commands.add(move |world: &mut World| {
world.run_system_once(
move |players: Query<(Entity, &PlayerId)>,
mut set: ParamSet<(
Query<&mut PlayerPosition>,
Query<(&PlayerId, &PlayerPosition)>,
)>| {
let Some(source_entity) = ({
let mut source_entity = None;
for (entity, player_id) in players.iter() {
if *player_id != source_player {
continue;
}
source_entity = Some(entity);
break;
}
source_entity
}) else {
return;
};
let Some(source_position) = ({
let positions = set.p0();
if let Ok(position) = positions.get(source_entity) {
Some(*position)
} else {
None
}
}) else {
return;
};
let dash_end = {
let dash_targets = set.p1();
dash_collision(
source_player,
source_position.0,
direction,
150.,
&dash_targets,
)
};
let mut positions = set.p0();
if let Ok(mut position) = positions.get_mut(source_entity) {
position.0 = dash_end;
}
},
)
});
}
pub fn dash_collision(
source_id: PlayerId,
dash_start: Vec2,
dash_direction: Vec2,
dash_max_distance: f32,
player_positions: &Query<(&PlayerId, &PlayerPosition)>,
) -> Vec2 {
let mut dash_collision = dash_max_distance * dash_direction;
let mut collision = false;
for (player_id, position) in player_positions.iter() {
if *player_id == source_id {
continue;
}
let player_position = position.0 - dash_start;
let player_projection = player_position.project_onto(dash_collision);
let player_rejection = player_position - player_projection;
let scalar_factor = player_projection.dot(dash_collision).signum()
* player_projection.length()
/ dash_collision.length();
if scalar_factor < 0. || scalar_factor > 1.0 {
continue;
}
if player_rejection.length() < 2. * PLAYER_RADIUS {
collision = true;
dash_collision = player_projection;
}
}
if collision {
dash_start
+ (dash_collision.length() - 2. * PLAYER_RADIUS) * dash_collision.normalize_or_zero()
} else {
dash_start + dash_max_distance * dash_direction
}
}
fn spear_activation(commands: &mut Commands, source_player: PlayerId, direction: Vec2) {
commands.add(move |world: &mut World| {
world.run_system_once(
move |mut commands: Commands, players: Query<(&PlayerId, &PlayerPosition)>| {
for (id, position) in players.iter() {
if *id != source_player {
continue;
}
commands.spawn(ProjectileBundle::new(Projectile {
type_: ProjectileType::Free(FreeProjectile {
position: position.0,
direction,
starting_position: position.0,
}),
source_player,
damage: 15.,
}));
}
},
)
});
}
#[derive(Debug, Serialize, Deserialize, Clone, Copy, PartialEq, Eq)]
pub enum AbilitySlot {
A,
Q,
W,
E,
R,
F,
G,
}
impl AbilitySlot {
pub fn to_label(self) -> &'static str {
match self {
AbilitySlot::A => "A",
AbilitySlot::Q => "Q",
AbilitySlot::W => "W",
AbilitySlot::E => "E",
AbilitySlot::R => "R",
AbilitySlot::F => "F",
AbilitySlot::G => "G",
}
}
pub fn all() -> Vec<Self> {
vec![
AbilitySlot::A,
AbilitySlot::Q,
AbilitySlot::W,
AbilitySlot::E,
AbilitySlot::R,
AbilitySlot::F,
AbilitySlot::G,
]
}
}
impl Index<AbilitySlot> for [Duration; 7] {
type Output = Duration;
fn index(&self, ability_slot: AbilitySlot) -> &Self::Output {
&self[ability_slot as usize]
}
}
impl IndexMut<AbilitySlot> for [Duration; 7] {
fn index_mut(&mut self, ability_slot: AbilitySlot) -> &mut Self::Output {
&mut self[ability_slot as usize]
}
}
|