fix: randomised target positions
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490fef5393
commit
eb67c2bf23
@ -1,4 +1,6 @@
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use std::collections::HashMap;
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use bevy::prelude::*;
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use avian3d::prelude::*;
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@ -20,35 +22,90 @@ impl Plugin for TargetWallPlugin
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{
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fn build(&self, app: &mut App)
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{
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app.insert_resource(TargetResources {
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target_separation: 0.1,
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target_handle_counter: 0,
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targets: HashMap::new(),
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});
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app.add_systems(Startup, setup_target_wall);
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app.add_systems(PostProcessCollisions, on_targets_shot.run_if(on_event::<CollisionEnded>));
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}
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}
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#[derive(Component)]
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struct Target;
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#[derive(Component, Copy, Clone, PartialEq, Eq, Hash)]
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struct TargetHandle(i32); // todo: would be nice to use the Entity handle here
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impl Target
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#[derive(Resource)]
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struct TargetResources
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{
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fn random_transform() -> Transform
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{
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let radius = rand::random::<f32>() * 0.4 + 0.3;
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let x = rand::random::<f32>() * (WALL_SIZE.x - radius) - WALL_SIZE.x * 0.5;
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let y = rand::random::<f32>() * (WALL_SIZE.y - radius);
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target_separation: f32,
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target_handle_counter: i32,
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targets: HashMap<TargetHandle,(Vec2,Circle)>,
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}
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Transform::IDENTITY
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.with_translation(Vec3::new(x, y, WALL_FACE_Z + TARGET_HEIGHT * 0.5))
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.with_rotation(Quat::from_rotation_x(std::f32::consts::PI * 0.5))
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.with_scale(Vec3::new(radius, 1.0, radius))
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impl TargetResources
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{
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fn new_handle(&mut self) -> TargetHandle
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{
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self.target_handle_counter += 1;
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TargetHandle(self.target_handle_counter)
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}
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fn random_transform(&mut self, handle: &TargetHandle) -> Transform
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{
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self.targets.remove(&handle);
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let (transform, cache_entry) = loop
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{
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let radius = rand::random::<f32>() * 0.4 + 0.3;
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let x = rand::random::<f32>() * (WALL_SIZE.x - radius) - WALL_SIZE.x * 0.5;
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let y = rand::random::<f32>() * (WALL_SIZE.y - radius) - WALL_SIZE.y * 0.5;
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let position = Vec2::new(x, y);
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let circle = Circle::new(radius);
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let has_overlap = self.targets.values().any(|&(position_other, circle_other)|
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{
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let distance_squared = Vec2::distance_squared(position, position_other);
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let max_distance = circle.radius + circle_other.radius + self.target_separation;
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distance_squared < max_distance * max_distance
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});
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if has_overlap {
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continue;
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}
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let transform = Transform::IDENTITY
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.with_translation(Vec3::new(x, y, TARGET_HEIGHT * 0.5))
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.with_rotation(Quat::from_rotation_x(std::f32::consts::PI * 0.5))
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.with_scale(Vec3::new(radius, 1.0, radius))
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;
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break (transform, (position, circle));
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};
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self.targets.insert(*handle, cache_entry);
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return transform;
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}
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}
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#[derive(Component)]
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pub struct TargetWall;
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#[derive(Component)]
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pub struct Target;
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fn setup_target_wall(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut target_resources: ResMut<TargetResources>,
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) {
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commands.spawn((
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// spawn the wall
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//
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let mut wall_commands = commands.spawn((
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TargetWall,
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Mesh3d(meshes.add(Cuboid::from_corners(
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Vec3::ZERO, WALL_SIZE
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))),
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@ -56,7 +113,7 @@ fn setup_target_wall(
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base_color: WALL_COLOR,
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..default()
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})),
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Transform::from_xyz(0.0, WALL_SIZE.y * 0.5, WALL_FACE_Z - WALL_SIZE.z * 0.5),
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Transform::from_xyz(0.0, WALL_SIZE.y * 0.5, WALL_FACE_Z),
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Collider::cuboid(WALL_SIZE.x, WALL_SIZE.y, WALL_SIZE.z * 0.5),
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RigidBody::Static,
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));
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@ -73,35 +130,49 @@ fn setup_target_wall(
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TARGET_RADIUS, TARGET_HEIGHT
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);
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let targets: Box<[_;TARGET_COUNT]> = Box::new(std::array::from_fn(|_| (
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Target,
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Mesh3d(target_mesh.clone()),
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MeshMaterial3d(target_material.clone()),
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Target::random_transform(),
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target_collider.clone(),
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RigidBody::Static,
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)));
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commands.spawn_batch(targets.into_iter());
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// spawn the targets as children of the wall
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//
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(0..TARGET_COUNT).for_each(|_|
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{
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let handle = target_resources.new_handle();
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let transform = target_resources.random_transform(&handle);
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wall_commands.with_child((
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Target,
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handle,
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Mesh3d(target_mesh.clone()),
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MeshMaterial3d(target_material.clone()),
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transform,
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target_collider.clone(),
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RigidBody::Static,
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));
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});
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}
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fn on_targets_shot(
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mut collision_events: EventReader<CollisionEnded>,
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mut bullet_query: Query<Entity, With<Bullet>>,
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mut target_query: Query<&mut Transform, With<Target>>,
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mut query_set: ParamSet<(
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Query<Entity, With<Bullet>>,
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Query<(&TargetHandle, &mut Transform), With<Target>>,
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)>,
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mut target_resources: ResMut<TargetResources>,
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) {
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for collision in collision_events.read()
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{
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// resolve the query data from the collision, if the collision is
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// between a bullet and a target
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//
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let Ok(_) = collision.query_unique(&mut bullet_query) else {
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continue;
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let bullet_query = &mut query_set.p0();
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let Ok(_) = collision.query_unique(bullet_query) else {
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continue; // the collision doesn't involve a bullet
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};
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let Ok(mut target_transform) = collision.query_unique(&mut target_query) else {
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continue;
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//
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let target_query = &mut query_set.p1();
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let Ok((target_handle, mut target_transform)) = collision.query_unique(target_query) else {
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continue; // the collision doesn't involve a target
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};
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// move the target
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*target_transform = Target::random_transform();
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*target_transform = target_resources.random_transform(target_handle);
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}
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}
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