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refactor: rename 'ecs' submodule to 'systems'
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138
src/systems/components.rs
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138
src/systems/components.rs
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use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
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use glam::Vec2;
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use crate::{
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entity::{direction::Direction, graph::Graph},
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error::{EntityError, GameResult},
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texture::{animated::AnimatedTexture, sprite::AtlasTile},
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};
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/// A tag component for entities that are controlled by the player.
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#[derive(Default, Component)]
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pub struct PlayerControlled;
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/// A component for entities that have a sprite, with a layer for ordering.
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///
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/// This is intended to be modified by other entities allowing animation.
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#[derive(Component)]
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pub struct Renderable {
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pub sprite: AtlasTile,
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pub layer: u8,
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}
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/// A component for entities that have a directional animated texture.
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#[derive(Component)]
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pub struct DirectionalAnimated {
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pub textures: [Option<AnimatedTexture>; 4],
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pub stopped_textures: [Option<AnimatedTexture>; 4],
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}
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/// A unique identifier for a node, represented by its index in the graph's storage.
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pub type NodeId = usize;
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/// Represents the current position of an entity traversing the graph.
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///
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/// This enum allows for precise tracking of whether an entity is exactly at a node
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/// or moving along an edge between two nodes.
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#[derive(Component, Debug, Copy, Clone, PartialEq)]
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pub enum Position {
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/// The traverser is located exactly at a node.
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AtNode(NodeId),
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/// The traverser is on an edge between two nodes.
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BetweenNodes {
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from: NodeId,
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to: NodeId,
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/// The floating-point distance traversed along the edge from the `from` node.
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traversed: f32,
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},
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}
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impl Position {
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/// Calculates the current pixel position in the game world.
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///
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/// Converts the graph position to screen coordinates, accounting for
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/// the board offset and centering the sprite.
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pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
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let pos = match self {
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Position::AtNode(node_id) => {
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let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
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node.position
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}
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Position::BetweenNodes { from, to, traversed } => {
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let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
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let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
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let edge = graph
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.find_edge(*from, *to)
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.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
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from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
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}
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};
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Ok(Vec2::new(
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pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
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pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
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))
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}
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}
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impl Default for Position {
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fn default() -> Self {
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Position::AtNode(0)
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}
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}
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#[allow(dead_code)]
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impl Position {
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/// Returns `true` if the position is exactly at a node.
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pub fn is_at_node(&self) -> bool {
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matches!(self, Position::AtNode(_))
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}
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/// Returns the `NodeId` of the current or most recently departed node.
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#[allow(clippy::wrong_self_convention)]
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pub fn from_node_id(&self) -> NodeId {
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match self {
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Position::AtNode(id) => *id,
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Position::BetweenNodes { from, .. } => *from,
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}
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}
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/// Returns the `NodeId` of the destination node, if currently on an edge.
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#[allow(clippy::wrong_self_convention)]
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pub fn to_node_id(&self) -> Option<NodeId> {
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match self {
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Position::AtNode(_) => None,
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Position::BetweenNodes { to, .. } => Some(*to),
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}
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}
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/// Returns `true` if the traverser is stopped at a node.
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pub fn is_stopped(&self) -> bool {
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matches!(self, Position::AtNode(_))
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}
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}
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/// A component for entities that have a velocity, with a direction and speed.
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#[derive(Default, Component)]
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pub struct Velocity {
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pub direction: Direction,
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pub next_direction: Option<(Direction, u8)>,
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pub speed: f32,
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}
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#[derive(Bundle)]
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pub struct PlayerBundle {
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pub player: PlayerControlled,
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pub position: Position,
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pub velocity: Velocity,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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}
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#[derive(Resource)]
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pub struct GlobalState {
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pub exit: bool,
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}
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#[derive(Resource)]
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pub struct DeltaTime(pub f32);
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