Merge pull request #9 from kristoferssolo/feature/event-based-spawns

Feature/event based spawns
This commit is contained in:
Kristofers Solo 2024-12-16 18:29:35 +02:00 committed by GitHub
commit e65790c743
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32 changed files with 516 additions and 270 deletions

7
Cargo.lock generated
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@ -176,6 +176,12 @@ dependencies = [
"libc",
]
[[package]]
name = "anyhow"
version = "1.0.94"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c1fd03a028ef38ba2276dce7e33fcd6369c158a1bca17946c4b1b701891c1ff7"
[[package]]
name = "approx"
version = "0.5.1"
@ -3079,6 +3085,7 @@ dependencies = [
name = "maze-ascension"
version = "0.2.0"
dependencies = [
"anyhow",
"bevy",
"bevy-inspector-egui",
"bevy_egui",

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@ -22,6 +22,7 @@ hexlab = { version = "0.3", features = ["bevy"] }
bevy-inspector-egui = { version = "0.28", optional = true }
bevy_egui = { version = "0.31", optional = true }
thiserror = "2.0"
anyhow = "1"
[features]

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@ -1,6 +1,7 @@
use crate::{
maze::{events::RecreateMazeEvent, MazeConfig, MazePluginLoaded},
player::events::RespawnPlayer,
floor::components::{CurrentFloor, Floor},
maze::{components::MazeConfig, events::MazeEvent, GlobalMazeConfig, MazePluginLoaded},
player::events::PlayerEvent,
};
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_egui::{
@ -22,42 +23,50 @@ pub(crate) fn maze_controls_ui(world: &mut World) {
else {
return;
};
let mut egui_context = egui_context.clone();
let Ok((maze_config, floor)) = world
.query_filtered::<(&MazeConfig, &Floor), With<CurrentFloor>>()
.get_single(world)
else {
return;
};
let mut maze_config = maze_config.clone();
let floor_value = floor.0;
let mut changed = false;
egui::Window::new("Maze Controls").show(egui_context.get_mut(), |ui| {
if let Some(mut maze_config) = world.get_resource_mut::<MazeConfig>() {
let mut changed = false;
if let Some(mut global_config) = world.get_resource_mut::<GlobalMazeConfig>() {
ui.heading("Maze Configuration");
changed |= add_seed_control(ui, &mut maze_config.seed);
changed |= add_drag_value_control(ui, "Radius:", &mut maze_config.radius, 1.0, 1..=100);
changed |=
add_drag_value_control(ui, "Height:", &mut maze_config.height, 0.5, 1.0..=50.0);
add_drag_value_control(ui, "Height:", &mut global_config.height, 0.5, 1.0..=50.0);
changed |= add_drag_value_control(
ui,
"Hex Size:",
&mut maze_config.hex_size,
&mut global_config.hex_size,
1.0,
1.0..=100.0,
);
changed |= add_orientation_control(ui, &mut maze_config.layout.orientation);
changed |= add_position_control(ui, "Start Position:", &mut maze_config.start_pos);
changed |= add_position_control(ui, "End Position:", &mut maze_config.end_pos);
// Trigger recreation if any value changed
// Handle updates
if changed {
maze_config.update();
if let Some(mut event_writer) =
world.get_resource_mut::<Events<RecreateMazeEvent>>()
{
event_writer.send(RecreateMazeEvent { floor: 1 });
maze_config.update(&global_config);
if let Some(mut event_writer) = world.get_resource_mut::<Events<MazeEvent>>() {
event_writer.send(MazeEvent::Recreate {
floor: floor_value,
config: maze_config,
});
}
if let Some(mut event_writer) = world.get_resource_mut::<Events<RespawnPlayer>>() {
event_writer.send(RespawnPlayer);
if let Some(mut event_writer) = world.get_resource_mut::<Events<PlayerEvent>>() {
event_writer.send(PlayerEvent::Respawn);
}
}
}

19
src/floor/components.rs Normal file
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@ -0,0 +1,19 @@
use bevy::prelude::*;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct Floor(pub u8);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct TargetFloor(pub u8);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct CurrentFloor;
impl Default for Floor {
fn default() -> Self {
Self(1)
}
}

6
src/floor/mod.rs Normal file
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@ -0,0 +1,6 @@
pub mod components;
mod systems;
use bevy::prelude::*;
pub(super) fn plugin(app: &mut App) {}

1
src/floor/systems/mod.rs Normal file
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@ -0,0 +1 @@
mod spawn;

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@ -2,8 +2,9 @@ mod asset_tracking;
pub mod audio;
#[cfg(feature = "dev")]
mod dev_tools;
mod maze;
mod player;
pub mod floor;
pub mod maze;
pub mod player;
mod screens;
pub mod theme;

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@ -1,4 +1,4 @@
use super::MazeConfig;
use super::resources::GlobalMazeConfig;
use bevy::prelude::*;
use std::f32::consts::FRAC_PI_2;
@ -17,13 +17,16 @@ impl MazeAssets {
pub(crate) fn new(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
global_config: &GlobalMazeConfig,
) -> MazeAssets {
MazeAssets {
hex_mesh: meshes.add(generate_hex_mesh(config.hex_size, config.height)),
hex_mesh: meshes.add(generate_hex_mesh(
global_config.hex_size,
global_config.height,
)),
wall_mesh: meshes.add(generate_square_mesh(
config.hex_size + config.wall_size() / WALL_OVERLAP_MODIFIER,
config.wall_size(),
global_config.hex_size + global_config.wall_size() / WALL_OVERLAP_MODIFIER,
global_config.wall_size(),
)),
hex_material: materials.add(white_material()),
wall_material: materials.add(Color::BLACK),

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@ -1,18 +1,90 @@
use crate::floor::components::Floor;
use super::{errors::MazeConfigError, GlobalMazeConfig};
use bevy::prelude::*;
use hexlab::HexMaze;
use hexx::{Hex, HexLayout, HexOrientation};
use rand::{rngs::StdRng, thread_rng, Rng, SeedableRng};
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Maze(pub(crate) HexMaze);
#[require(MazeConfig, Floor)]
pub struct Maze(pub HexMaze);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Floor(pub(crate) u8);
pub struct Tile;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Tile;
pub struct Wall;
#[derive(Debug, Reflect, Component)]
#[derive(Debug, Reflect, Component, Clone)]
#[reflect(Component)]
pub(crate) struct Wall;
pub struct MazeConfig {
pub radius: u32,
pub start_pos: Hex,
pub end_pos: Hex,
pub seed: u64,
pub layout: HexLayout,
}
impl MazeConfig {
fn new(
radius: u32,
orientation: HexOrientation,
seed: Option<u64>,
global_conig: &GlobalMazeConfig,
) -> Result<Self, MazeConfigError> {
let seed = seed.unwrap_or_else(|| thread_rng().gen());
let mut rng = StdRng::seed_from_u64(seed);
let start_pos = generate_pos(radius, &mut rng)?;
let end_pos = generate_pos(radius, &mut rng)?;
info!("Start pos: (q={}, r={})", start_pos.x, start_pos.y);
info!("End pos: (q={}, r={})", end_pos.x, end_pos.y);
let layout = HexLayout {
orientation,
hex_size: Vec2::splat(global_conig.hex_size),
..default()
};
Ok(Self {
radius,
start_pos,
end_pos,
seed,
layout,
})
}
pub fn new_unchecked(
radius: u32,
orientation: HexOrientation,
seed: Option<u64>,
global_conig: &GlobalMazeConfig,
) -> Self {
Self::new(radius, orientation, seed, global_conig)
.expect("Failed to create MazeConfig with supposedly safe values")
}
pub fn update(&mut self, global_conig: &GlobalMazeConfig) {
self.layout.hex_size = Vec2::splat(global_conig.hex_size);
}
}
impl Default for MazeConfig {
fn default() -> Self {
Self::new_unchecked(7, HexOrientation::Flat, None, &GlobalMazeConfig::default())
}
}
fn generate_pos<R: Rng>(radius: u32, rng: &mut R) -> Result<Hex, MazeConfigError> {
let radius = i32::try_from(radius)?;
Ok(Hex::new(
rng.gen_range(-radius..radius),
rng.gen_range(-radius..radius),
))
}

38
src/maze/errors.rs Normal file
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@ -0,0 +1,38 @@
use std::num::TryFromIntError;
use thiserror::Error;
#[derive(Debug, Error)]
pub enum MazeConfigError {
#[error("Failed to convert radius from u32 to i32: {0}")]
RadiusConverions(#[from] TryFromIntError),
#[error("Invalid maze configuration: {0}")]
InvalidConfig(String),
}
#[derive(Debug, Error)]
pub enum MazeError {
#[error("Floor {0} not found")]
FloorNotFound(u8),
#[error("Failed to generate maze with config: {radius}, seed: {seed}")]
GenerationFailed { radius: u32, seed: u64 },
#[error("Invalid tile entity: {0:?}")]
TileNotFound(bevy::prelude::Entity),
#[error("Failed to create maze assets")]
AssetCreationFailed,
#[error("Invalid maze configuration: {0}")]
ConfigurationError(String),
#[error(transparent)]
Other(#[from] anyhow::Error),
}
pub type MazeResult<T> = Result<T, MazeError>;
impl MazeError {
pub fn config_error(msg: impl Into<String>) -> Self {
Self::ConfigurationError(msg.into())
}
pub fn generation_failed(radius: u32, seed: u64) -> Self {
Self::GenerationFailed { radius, seed }
}
}

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@ -1,6 +1,10 @@
use bevy::prelude::*;
use super::components::MazeConfig;
#[derive(Debug, Event)]
pub(crate) struct RecreateMazeEvent {
pub(crate) floor: u8,
pub enum MazeEvent {
Create { floor: u8, config: MazeConfig },
Recreate { floor: u8, config: MazeConfig },
Remove { floor: u8 },
}

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@ -1,20 +1,23 @@
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use events::RecreateMazeEvent;
mod assets;
pub mod components;
pub mod errors;
pub mod events;
mod resources;
pub mod resources;
mod systems;
pub use resources::{MazeConfig, MazePluginLoaded};
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use components::Maze;
use events::MazeEvent;
pub use resources::{GlobalMazeConfig, MazePluginLoaded};
pub(super) fn plugin(app: &mut App) {
app.init_resource::<MazeConfig>()
.add_event::<RecreateMazeEvent>()
app.init_resource::<GlobalMazeConfig>()
.add_event::<MazeEvent>()
.register_type::<Maze>()
.add_plugins(systems::plugin);
}
pub fn spawn_level_command(world: &mut World) {
world.insert_resource(MazePluginLoaded);
let _ = world.run_system_once(systems::setup::setup);
world.insert_resource(MazePluginLoaded);
}

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@ -1,76 +1,18 @@
use bevy::prelude::*;
use hexx::{Hex, HexLayout, HexOrientation};
use rand::{rngs::StdRng, thread_rng, Rng, SeedableRng};
use std::num::TryFromIntError;
use thiserror::Error;
#[derive(Debug, Default, Reflect, Resource)]
#[reflect(Resource)]
pub struct MazePluginLoaded;
#[derive(Debug, Error)]
pub enum MazeConfigError {
#[error("Failed to convert radius from u32 to i32: {0}")]
RadiusConverions(#[from] TryFromIntError),
}
#[derive(Debug, Reflect, Resource)]
#[derive(Debug, Reflect, Resource, Clone)]
#[reflect(Resource)]
pub struct MazeConfig {
pub radius: u32,
pub height: f32,
pub struct GlobalMazeConfig {
pub hex_size: f32,
pub start_pos: Hex,
pub end_pos: Hex,
pub seed: u64,
pub layout: HexLayout,
pub wall_thickness: f32,
pub height: f32,
}
impl MazeConfig {
fn new(
radius: u32,
height: f32,
hex_size: f32,
orientation: HexOrientation,
seed: Option<u64>,
) -> Result<Self, MazeConfigError> {
let seed = seed.unwrap_or_else(|| thread_rng().gen());
let mut rng = StdRng::seed_from_u64(seed);
let start_pos = generate_pos(radius, &mut rng)?;
let end_pos = generate_pos(radius, &mut rng)?;
info!("Start pos: (q={}, r={})", start_pos.x, start_pos.y);
info!("End pos: (q={}, r={})", end_pos.x, end_pos.y);
let layout = HexLayout {
orientation,
hex_size: Vec2::splat(hex_size),
..default()
};
Ok(Self {
radius,
height,
hex_size,
start_pos,
end_pos,
seed,
layout,
})
}
pub fn new_unchecked(
radius: u32,
height: f32,
hex_size: f32,
orientation: HexOrientation,
seed: Option<u64>,
) -> Self {
Self::new(radius, height, hex_size, orientation, seed)
.expect("Failed to create MazeConfig with supposedly safe values")
}
impl GlobalMazeConfig {
pub fn wall_size(&self) -> f32 {
self.hex_size / 6.
}
@ -78,22 +20,14 @@ impl MazeConfig {
pub fn wall_offset(&self) -> f32 {
self.hex_size - self.wall_size()
}
pub fn update(&mut self) {
self.layout.hex_size = Vec2::splat(self.hex_size);
}
}
impl Default for MazeConfig {
impl Default for GlobalMazeConfig {
fn default() -> Self {
Self::new_unchecked(7, 20., 6., HexOrientation::Flat, None)
Self {
hex_size: 6.,
wall_thickness: 1.,
height: 20.,
}
}
}
fn generate_pos<R: Rng>(radius: u32, rng: &mut R) -> Result<Hex, MazeConfigError> {
let radius = i32::try_from(radius)?;
Ok(Hex::new(
rng.gen_range(-radius..radius),
rng.gen_range(-radius..radius),
))
}

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@ -0,0 +1,14 @@
use crate::maze::{
components::MazeConfig,
errors::{MazeError, MazeResult},
};
use hexlab::{GeneratorType, HexMaze, MazeBuilder};
pub(super) fn generate_maze(config: &MazeConfig) -> MazeResult<HexMaze> {
MazeBuilder::new()
.with_radius(config.radius)
.with_seed(config.seed)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.map_err(|_| MazeError::generation_failed(config.radius, config.seed))
}

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@ -1,14 +0,0 @@
use crate::maze::components::Floor;
use bevy::prelude::*;
pub(crate) fn despawn_floor(
commands: &mut Commands,
query: &Query<(Entity, &Floor)>,
floor_num: u8,
) {
for (entity, floor) in query.iter() {
if floor.0 == floor_num {
commands.entity(entity).despawn_recursive();
}
}
}

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@ -0,0 +1,54 @@
use super::{spawn::spawn_floor, update::update_floor};
use crate::{
floor::components::Floor,
maze::{components::Maze, events::MazeEvent, GlobalMazeConfig},
};
use bevy::prelude::*;
pub(crate) fn handle_maze_events(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut event_reader: EventReader<MazeEvent>,
mut maze_query: Query<(Entity, &Floor, &mut Maze)>,
global_config: Res<GlobalMazeConfig>,
) {
for event in event_reader.read() {
match event {
MazeEvent::Create { floor, config } => {
if maze_query.iter().any(|(_, f, _)| f.0 == *floor) {
warn!("Floor {} already exists, skipping creation", floor);
continue;
}
spawn_floor(
&mut commands,
&mut meshes,
&mut materials,
*floor,
config,
&global_config,
);
}
MazeEvent::Recreate { floor, config } => {
let result = update_floor(
&mut commands,
&mut meshes,
&mut materials,
&mut maze_query,
*floor,
config,
&global_config,
);
if let Err(e) = result {
warn!("Failed to update floor {}: {}", floor, e);
}
}
MazeEvent::Remove { floor } => {
match maze_query.iter().find(|(_, f, _)| f.0 == *floor) {
Some((entity, _, _)) => commands.entity(entity).despawn_recursive(),
_ => warn!("Floor {} not found for removal", floor),
}
}
}
}
}

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@ -1,11 +1,12 @@
pub mod despawn;
pub mod recreation;
pub mod common;
pub mod event_handler;
pub mod setup;
pub mod spawn;
pub mod update;
use bevy::prelude::*;
use recreation::recreate_maze;
use event_handler::handle_maze_events;
pub(super) fn plugin(app: &mut App) {
app.add_systems(Update, recreate_maze);
app.add_systems(Update, handle_maze_events);
}

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@ -1,19 +0,0 @@
use bevy::prelude::*;
use crate::maze::{components::Floor, events::RecreateMazeEvent, MazeConfig};
use super::{despawn::despawn_floor, spawn::spawn_floor};
pub(crate) fn recreate_maze(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
query: Query<(Entity, &Floor)>,
mut event_reader: EventReader<RecreateMazeEvent>,
) {
for event in event_reader.read() {
despawn_floor(&mut commands, &query, event.floor);
spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
}
}

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@ -1,12 +1,7 @@
use super::spawn::spawn_floor;
use crate::maze::MazeConfig;
use crate::maze::{components::MazeConfig, events::MazeEvent};
use bevy::prelude::*;
pub(crate) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
) {
spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
pub(crate) fn setup(mut event_writer: EventWriter<MazeEvent>) {
let config = MazeConfig::default();
event_writer.send(MazeEvent::Create { floor: 1, config });
}

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@ -1,50 +1,68 @@
use crate::maze::{
assets::MazeAssets,
components::{Floor, Maze, Tile, Wall},
MazeConfig,
use crate::{
floor::components::{CurrentFloor, Floor},
maze::{
assets::MazeAssets,
components::{Maze, MazeConfig, Tile, Wall},
resources::GlobalMazeConfig,
},
};
use bevy::prelude::*;
use hexlab::prelude::*;
use hexx::HexOrientation;
use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
use super::common::generate_maze;
pub(super) fn spawn_floor(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
floor: u8,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
let maze = MazeBuilder::new()
.with_radius(config.radius)
.with_seed(config.seed)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.expect("Something went wrong while creating maze");
let maze = generate_maze(maze_config).expect("Failed to generate maze during spawn");
let assets = MazeAssets::new(meshes, materials, config);
commands
let entity = commands
.spawn((
Name::new("Floor"),
Name::new(format!("Floor {}", floor)),
Maze(maze.clone()),
Floor(1),
Floor(floor),
CurrentFloor, // TODO: remove
maze_config.clone(),
Transform::from_translation(Vec3::ZERO),
Visibility::Visible,
))
.with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(parent, &assets, tile, config)
}
});
.id();
let assets = MazeAssets::new(meshes, materials, global_config);
spawn_maze_tiles(commands, entity, &maze, &assets, maze_config, global_config);
}
pub(super) fn spawn_maze_tiles(
commands: &mut Commands,
parent_entity: Entity,
maze: &HexMaze,
assets: &MazeAssets,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
commands.entity(parent_entity).with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(parent, assets, tile, maze_config, global_config);
}
});
}
pub(super) fn spawn_single_hex_tile(
parent: &mut ChildBuilder,
assets: &MazeAssets,
tile: &HexTile,
config: &MazeConfig,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
let world_pos = tile.to_vec3(&config.layout);
let rotation = match config.layout.orientation {
let world_pos = tile.to_vec3(&maze_config.layout);
let rotation = match maze_config.layout.orientation {
HexOrientation::Pointy => Quat::from_rotation_y(0.0),
HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
};
@ -57,12 +75,17 @@ pub(super) fn spawn_single_hex_tile(
MeshMaterial3d(assets.hex_material.clone()),
Transform::from_translation(world_pos).with_rotation(rotation),
))
.with_children(|parent| spawn_walls(parent, assets, config, tile.walls()));
.with_children(|parent| spawn_walls(parent, assets, tile.walls(), global_config));
}
fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, config: &MazeConfig, walls: &Walls) {
fn spawn_walls(
parent: &mut ChildBuilder,
assets: &MazeAssets,
walls: &Walls,
global_config: &GlobalMazeConfig,
) {
let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
let y_offset = config.height / 2.;
let y_offset = global_config.height / 2.;
for i in 0..6 {
if !walls.contains(i) {
@ -71,8 +94,8 @@ fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, config: &MazeConf
let wall_angle = -FRAC_PI_3 * i as f32;
let x_offset = config.wall_offset() * f32::cos(wall_angle);
let z_offset = config.wall_offset() * f32::sin(wall_angle);
let x_offset = global_config.wall_offset() * f32::cos(wall_angle);
let z_offset = global_config.wall_offset() * f32::sin(wall_angle);
let pos = Vec3::new(x_offset, y_offset, z_offset);
let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);

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@ -0,0 +1,43 @@
use super::{common::generate_maze, spawn::spawn_maze_tiles};
use crate::{
floor::components::Floor,
maze::{
assets::MazeAssets,
components::{Maze, MazeConfig},
errors::{MazeError, MazeResult},
GlobalMazeConfig,
},
};
use bevy::prelude::*;
pub(super) fn update_floor(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
maze_query: &mut Query<(Entity, &Floor, &mut Maze)>,
floor: u8,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) -> MazeResult<()> {
let (entity, _, mut maze) = maze_query
.iter_mut()
.find(|(_, f, _)| f.0 == floor)
.ok_or(MazeError::FloorNotFound(floor))?;
maze.0 = generate_maze(maze_config)?;
commands.entity(entity).despawn_descendants();
let assets = MazeAssets::new(meshes, materials, global_config);
spawn_maze_tiles(
commands,
entity,
&maze.0,
&assets,
maze_config,
global_config,
);
commands.entity(entity).insert(maze_config.clone());
Ok(())
}

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@ -1,4 +1,8 @@
use bevy::prelude::*;
#[derive(Debug, Event)]
pub(crate) struct RespawnPlayer;
pub enum PlayerEvent {
Spawn,
Respawn,
Despawn,
}

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@ -5,11 +5,11 @@ mod systems;
use bevy::{ecs::system::RunSystemOnce, prelude::*};
use components::Player;
use events::RespawnPlayer;
use events::PlayerEvent;
pub(super) fn plugin(app: &mut App) {
app.register_type::<Player>()
.add_event::<RespawnPlayer>()
.add_event::<PlayerEvent>()
.add_plugins(systems::plugin);
}

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@ -2,7 +2,7 @@ use bevy::prelude::*;
use crate::player::components::Player;
pub(crate) fn despawn_players(commands: &mut Commands, query: &Query<Entity, With<Player>>) {
pub(super) fn despawn_players(commands: &mut Commands, query: &Query<Entity, With<Player>>) {
for entity in query.iter() {
commands.entity(entity).despawn_recursive();
}

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@ -0,0 +1,53 @@
use crate::{
floor::components::CurrentFloor,
maze::{components::MazeConfig, GlobalMazeConfig},
player::{components::Player, events::PlayerEvent},
};
use bevy::prelude::*;
use super::{despawn::despawn_players, respawn::respawn_player, spawn::spawn_player};
pub(crate) fn handle_player_events(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut event_reader: EventReader<PlayerEvent>,
maze_config_query: Query<&MazeConfig, With<CurrentFloor>>,
player_query: Query<Entity, With<Player>>,
global_config: Res<GlobalMazeConfig>,
) {
for event in event_reader.read() {
match event {
PlayerEvent::Spawn => {
let Ok(maze_config) = maze_config_query.get_single() else {
warn!(
"Failed to get maze configuration for current floor - cannot spawn player"
);
return;
};
spawn_player(
&mut commands,
&mut meshes,
&mut materials,
maze_config,
&global_config,
);
}
PlayerEvent::Respawn => {
let Ok(maze_config) = maze_config_query.get_single() else {
warn!("Failed to get maze configuration for current floor - cannot respawn player");
return;
};
respawn_player(
&mut commands,
&mut meshes,
&mut materials,
&player_query,
maze_config,
&global_config,
);
}
PlayerEvent::Despawn => despawn_players(&mut commands, &player_query),
}
}
}

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@ -1,13 +1,42 @@
use crate::{
maze::{
components::{Floor, Maze},
MazeConfig,
},
floor::components::CurrentFloor,
maze::components::{Maze, MazeConfig},
player::components::{CurrentPosition, MovementTarget, Player},
};
use bevy::prelude::*;
use hexx::{EdgeDirection, HexOrientation};
pub(super) fn player_input(
input: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut MovementTarget, &CurrentPosition), With<Player>>,
maze_query: Query<(&Maze, &MazeConfig), With<CurrentFloor>>,
) {
let Ok((maze, maze_config)) = maze_query.get_single() else {
return;
};
for (mut target_pos, current_pos) in player_query.iter_mut() {
if target_pos.is_some() {
continue;
}
let Some(direction) = create_direction(&input, &maze_config.layout.orientation) else {
continue;
};
let Some(tile) = maze.0.get_tile(current_pos) else {
continue;
};
if tile.walls().contains(direction) {
continue;
}
let next_hex = current_pos.0.neighbor(direction);
target_pos.0 = Some(next_hex);
}
}
fn create_direction(
input: &ButtonInput<KeyCode>,
orientation: &HexOrientation,
@ -43,35 +72,3 @@ fn create_direction(
}?;
Some(direction.rotate_cw(0))
}
pub(super) fn player_input(
input: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut MovementTarget, &CurrentPosition), With<Player>>,
maze_query: Query<(&Maze, &Floor)>,
maze_config: Res<MazeConfig>,
) {
let Ok((maze, _floor)) = maze_query.get_single() else {
return;
};
for (mut target_pos, current_pos) in player_query.iter_mut() {
if target_pos.is_some() {
continue;
}
let Some(direction) = create_direction(&input, &maze_config.layout.orientation) else {
continue;
};
let Some(tile) = maze.0.get_tile(&current_pos) else {
continue;
};
if tile.walls().contains(direction) {
continue;
}
let next_hex = current_pos.0.neighbor(direction);
target_pos.0 = Some(next_hex);
}
}

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@ -1,14 +1,15 @@
pub mod despawn;
mod despawn;
mod event_handler;
mod input;
mod movement;
pub mod respawn;
mod respawn;
pub mod setup;
pub mod spawn;
mod spawn;
use bevy::prelude::*;
use event_handler::handle_player_events;
use input::player_input;
use movement::player_movement;
use respawn::respawn_player;
pub(super) fn plugin(app: &mut App) {
app.add_systems(
@ -16,7 +17,7 @@ pub(super) fn plugin(app: &mut App) {
(
player_input,
player_movement.after(player_input),
respawn_player,
handle_player_events,
),
);
}

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@ -1,5 +1,6 @@
use crate::{
maze::MazeConfig,
floor::components::CurrentFloor,
maze::components::MazeConfig,
player::components::{CurrentPosition, MovementSpeed, MovementTarget, Player},
};
use bevy::prelude::*;
@ -16,12 +17,17 @@ pub(super) fn player_movement(
),
With<Player>,
>,
maze_config: Res<MazeConfig>,
maze_config_query: Query<&MazeConfig, With<CurrentFloor>>,
) {
let Ok(maze_config) = maze_config_query.get_single() else {
warn!("Failed to get maze configuration for current floor - cannot move player");
return;
};
for (mut target, speed, mut current_hex, mut transform) in query.iter_mut() {
if let Some(target_hex) = target.0 {
let current_pos = transform.translation;
let target_pos = calculate_target_position(&maze_config, target_hex, current_pos.y);
let target_pos = calculate_target_position(maze_config, target_hex, current_pos.y);
if should_complete_movement(current_pos, target_pos) {
transform.translation = target_pos;

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@ -1,21 +1,18 @@
use super::{despawn::despawn_players, spawn::spawn_player};
use crate::{
maze::MazeConfig,
player::{components::Player, events::RespawnPlayer},
maze::{components::MazeConfig, GlobalMazeConfig},
player::components::Player,
};
use bevy::prelude::*;
use super::{despawn::despawn_players, spawn::spawn_player};
pub(crate) fn respawn_player(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
query: Query<Entity, With<Player>>,
mut event_reader: EventReader<RespawnPlayer>,
pub(super) fn respawn_player(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
query: &Query<Entity, With<Player>>,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
for _ in event_reader.read() {
despawn_players(&mut commands, &query);
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
}
despawn_players(commands, query);
spawn_player(commands, meshes, materials, maze_config, global_config);
}

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@ -1,14 +1,6 @@
use crate::player::events::PlayerEvent;
use bevy::prelude::*;
use crate::maze::MazeConfig;
use super::spawn::spawn_player;
pub(crate) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
) {
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
pub(crate) fn setup(mut event_writer: EventWriter<PlayerEvent>) {
event_writer.send(PlayerEvent::Spawn);
}

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@ -1,5 +1,5 @@
use crate::{
maze::MazeConfig,
maze::{components::MazeConfig, GlobalMazeConfig},
player::{
assets::{blue_material, generate_pill_mesh},
components::{CurrentPosition, Player},
@ -11,19 +11,20 @@ pub(super) fn spawn_player(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
let player_radius = config.hex_size * 0.5;
let player_radius = global_config.hex_size * 0.5;
let player_height = player_radius * 3.5;
let y_offset = config.height / 2. + player_height / 1.3;
let y_offset = global_config.height / 2. + player_height / 1.3;
let start_pos = config.layout.hex_to_world_pos(config.start_pos);
let start_pos = maze_config.layout.hex_to_world_pos(maze_config.start_pos);
commands.spawn((
Name::new("Player"),
Player,
CurrentPosition(config.start_pos),
CurrentPosition(maze_config.start_pos),
Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))),
MeshMaterial3d(materials.add(blue_material())),
Transform::from_xyz(start_pos.x, y_offset, start_pos.y),