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https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
fix(floor): descend
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f68c68f167
commit
c4dcedd723
@ -8,10 +8,6 @@ pub struct Floor(pub u8);
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#[reflect(Component)]
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pub struct CurrentFloor;
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub struct NextFloor;
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#[derive(Debug, Reflect, Component, Deref, DerefMut)]
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#[reflect(Component)]
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pub struct FloorYTarget(pub f32);
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@ -38,8 +38,8 @@ impl From<TransitionFloor> for f32 {
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impl From<&TransitionFloor> for f32 {
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fn from(value: &TransitionFloor) -> Self {
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match value {
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TransitionFloor::Ascend => -1.,
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TransitionFloor::Descend => 1.,
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TransitionFloor::Ascend => -1., // When ascending, floors move down
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TransitionFloor::Descend => 1., // When descending, floors move up
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}
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}
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}
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@ -1 +0,0 @@
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@ -1,4 +1,3 @@
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mod clear_events;
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mod despawn;
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mod movement;
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mod spawn;
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@ -1,7 +1,7 @@
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use crate::{
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constants::{FLOOR_Y_OFFSET, MOVEMENT_THRESHOLD},
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floor::{
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components::{CurrentFloor, FloorYTarget, NextFloor},
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components::{CurrentFloor, Floor, FloorYTarget},
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events::TransitionFloor,
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},
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maze::components::HexMaze,
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@ -35,45 +35,52 @@ pub fn move_floors(
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pub fn handle_floor_transition_events(
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mut commands: Commands,
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mut maze_query: Query<(Entity, &Transform, Option<&FloorYTarget>), With<HexMaze>>,
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current_query: Query<Entity, With<CurrentFloor>>,
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next_query: Query<Entity, With<NextFloor>>,
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mut maze_query: Query<(Entity, &Transform, &Floor, Option<&FloorYTarget>), With<HexMaze>>,
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current_query: Query<(Entity, &Floor), With<CurrentFloor>>,
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mut event_reader: EventReader<TransitionFloor>,
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) {
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let is_moving = maze_query
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.iter()
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.any(|(_, _, movement_state)| movement_state.is_some());
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.any(|(_, _, _, movement_state)| movement_state.is_some());
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if is_moving {
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return;
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}
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for event in event_reader.read() {
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dbg!(&event);
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let Some((current_entity, current_floor)) = current_query.get_single().ok() else {
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continue;
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};
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let target_floor_num = event.next_floor_num(current_floor);
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let target_entity = maze_query
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.iter()
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.find(|(_, _, floor, _)| floor.0 == target_floor_num)
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.map(|(entity, ..)| entity);
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let Some(target_entity) = target_entity else {
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continue;
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};
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let direction = event.into();
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let Some(current_entity) = current_query.get_single().ok() else {
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continue;
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};
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let Some(next_entity) = next_query.get_single().ok() else {
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continue;
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};
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for (entity, transforms, movement_state) in maze_query.iter_mut() {
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for (entity, transforms, _, movement_state) in maze_query.iter_mut() {
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let target_y = (FLOOR_Y_OFFSET as f32).mul_add(direction, transforms.translation.y);
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dbg!(movement_state, target_y);
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if movement_state.is_none() {
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commands.entity(entity).insert(FloorYTarget(target_y));
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}
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}
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update_current_next_floor(&mut commands, current_entity, next_entity);
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update_current_next_floor(&mut commands, current_entity, target_entity);
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break;
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}
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event_reader.clear();
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}
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fn update_current_next_floor(commands: &mut Commands, current_entity: Entity, next_entity: Entity) {
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commands.entity(current_entity).remove::<CurrentFloor>();
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commands
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.entity(next_entity)
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.remove::<NextFloor>()
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.insert(CurrentFloor);
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fn update_current_next_floor(commands: &mut Commands, current: Entity, target: Entity) {
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commands.entity(current).remove::<CurrentFloor>();
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commands.entity(target).insert(CurrentFloor);
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}
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@ -14,22 +14,24 @@ pub(super) fn spawn_floor(
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mut event_reader: EventReader<TransitionFloor>,
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mut highest_floor: ResMut<HighestFloor>,
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) {
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let Ok(floor) = query.get_single() else {
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let Ok(current_floor) = query.get_single() else {
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return;
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};
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for event in event_reader.read() {
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let floor = event.next_floor_num(floor);
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if floor == 1 && *event == TransitionFloor::Descend {
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if current_floor.0 == 0 && *event == TransitionFloor::Descend {
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warn!("Cannot descend below floor 1");
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return;
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}
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highest_floor.0 = highest_floor.0.max(floor);
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let next_floor = event.next_floor_num(current_floor);
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highest_floor.0 = highest_floor.0.max(next_floor);
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info!("Creating level for floor {}", floor);
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info!("Creating level for floor {}", next_floor);
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commands.trigger(SpawnMaze { floor, ..default() });
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commands.trigger(SpawnMaze {
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floor: next_floor,
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..default()
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});
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}
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}
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@ -1,7 +1,7 @@
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use super::common::generate_maze;
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use crate::{
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constants::FLOOR_Y_OFFSET,
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floor::components::{CurrentFloor, Floor, NextFloor},
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floor::components::{CurrentFloor, Floor},
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maze::{
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assets::MazeAssets,
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components::{HexMaze, MazeConfig, Tile, Wall},
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@ -56,7 +56,6 @@ pub(super) fn spawn_maze(
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Visibility::Visible,
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))
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.insert_if(CurrentFloor, || *floor == 1)
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.insert_if(NextFloor, || *floor != 1)
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.id();
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let assets = MazeAssets::new(&mut meshes, &mut materials, &global_config);
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@ -22,16 +22,14 @@ pub fn handle_floor_transition(
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for current_hex in player_query.iter() {
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// Check for ascending
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if current_hex.0 == config.end_pos {
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dbg!("Ascending");
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info!("Ascending");
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event_writer.send(TransitionFloor::Ascend);
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return;
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}
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// Check for descending
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if current_hex.0 == config.start_pos && floor.0 != 1 {
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dbg!("Descending");
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info!("Descending");
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event_writer.send(TransitionFloor::Descend);
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return;
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}
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}
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}
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