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use bevy::{
ecs::{
bundle::Bundle,
component::Component,
entity::Entity,
system::{ In, Query, Res },
query::With,
},
time::Time,
transform::components::Transform,
};
use bevy_ecs_ldtk::{ prelude::LdtkEntity, utils::LdtkSpriteSheetBundle, EntityInstance };
use seldom_state::{ prelude::StateMachine, trigger::IntoTrigger as _ };
use super::{ ColliderBundle, PredefinedPath };
use crate::components::line_of_sight::LineOfSight;
#[derive(Copy, Clone, Eq, PartialEq, Debug, Default, Component)]
pub struct Enemy;
#[derive(Default, Bundle, LdtkEntity)]
pub struct EnemyBundle {
#[sprite_sheet_bundle]
pub sprite_sheet_bundle: LdtkSpriteSheetBundle,
#[from_entity_instance]
pub collider_bundle: ColliderBundle,
pub enemy: Enemy,
#[ldtk_entity]
pub predefined_path: PredefinedPath,
pub line_of_sight: LineOfSight<super::player::Player>,
#[with(make_state_machine)]
pub state_machine: StateMachine,
pub state: Idle,
}
//////////////////////////////////////////////////////////////////////////////////////////
/// STATE
fn make_state_machine(_: &EntityInstance) -> StateMachine {
// FIXME: should be adapted to use LineOfSight
let near_player = move |
In(entity): In<Entity>,
player_query: Query<(Entity, &Transform), With<super::Player>>,
transforms: Query<&Transform>
| {
let Ok((player, player_transform)) = player_query.get_single() else {
return Err(f32::INFINITY);
};
let distance = player_transform.translation
.truncate()
.distance(transforms.get(entity).unwrap().translation.truncate());
// Check whether the target is within range. If it is, return `Ok` to trigger!
match distance <= 300.0 {
true => Ok((distance, player)),
false => Err(distance),
}
};
// This state machine handles the enemy's transitions. Transitions defined earlier have
// priority, but triggers after the first accepted one may still be checked.
StateMachine::default()
// Add a transition. When they're in `Idle` state, and the `near_player` trigger occurs,
// switch to this instance of the `Follow` state
.trans_builder(
near_player,
// Transitions accept specific instances of states
|_old_state: &Idle, (_distance, target)| {
Some(Follow {
target: target,
speed: 100.0,
})
}
)
// Add a second transition. When they're in the `Follow` state, and the `near_player`
// trigger does not occur, switch to the `Idle` state. `.not()` is a combinator that
// negates the trigger. `.and(other)` and `.or(other)` also exist.
.trans::<Follow, _>(near_player.not(), Idle)
// Enable transition logging
.set_trans_logging(true)
}
// Entities in the `Idle` state do nothing
#[derive(Clone, Component, Default)]
#[component(storage = "SparseSet")]
pub struct Idle;
// Entities in the `Follow` state move toward the given entity at the given speed
#[derive(Clone, Component)]
#[component(storage = "SparseSet")]
pub struct Follow {
pub target: Entity,
pub speed: f32,
}
// Let's define some behavior for entities in the follow state
// FIXME: should be adapted to switch between patrol mode Idle state, and pathfinding follow during ()
pub fn follow(
mut transforms: Query<&mut Transform>,
follows: Query<(Entity, &Follow)>,
time: Res<Time>
) {
for (entity, follow) in &follows {
// Get the positions of the follower and target
let target_translation = transforms.get(follow.target).unwrap().translation;
let follow_transform = &mut transforms.get_mut(entity).unwrap();
let follow_translation = follow_transform.translation;
// Find the direction from the follower to the target and go that way
follow_transform.translation +=
(target_translation - follow_translation).normalize_or_zero() *
follow.speed *
time.delta_seconds();
}
}