feat: ghosts system

This commit is contained in:
2025-08-15 20:38:18 -05:00
parent e0a15c1ca8
commit 3d0bc66e40
5 changed files with 271 additions and 3 deletions

View File

@@ -11,6 +11,65 @@ use crate::{
#[derive(Default, Component)]
pub struct PlayerControlled;
/// The four classic ghost types.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub enum GhostType {
Blinky,
Pinky,
Inky,
Clyde,
}
impl GhostType {
/// Returns the ghost type name for atlas lookups.
pub fn as_str(self) -> &'static str {
match self {
GhostType::Blinky => "blinky",
GhostType::Pinky => "pinky",
GhostType::Inky => "inky",
GhostType::Clyde => "clyde",
}
}
/// Returns the base movement speed for this ghost type.
pub fn base_speed(self) -> f32 {
match self {
GhostType::Blinky => 1.0,
GhostType::Pinky => 0.95,
GhostType::Inky => 0.9,
GhostType::Clyde => 0.85,
}
}
/// Returns the ghost's color for debug rendering.
pub fn debug_color(&self) -> sdl2::pixels::Color {
match self {
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
}
}
}
/// Ghost AI behavior component - controls randomized movement decisions.
#[derive(Component)]
pub struct GhostBehavior {
/// Timer for making new direction decisions
pub decision_timer: f32,
/// Interval between direction decisions (in seconds)
pub decision_interval: f32,
}
impl Default for GhostBehavior {
fn default() -> Self {
Self {
decision_timer: 0.0,
decision_interval: 0.5, // Make decisions every half second
}
}
}
/// A tag component denoting the type of entity.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum EntityType {
@@ -94,6 +153,20 @@ pub struct ItemBundle {
pub item_collider: ItemCollider,
}
#[derive(Bundle)]
pub struct GhostBundle {
pub ghost_type: GhostType,
pub ghost_behavior: GhostBehavior,
pub position: Position,
pub movement_state: MovementState,
pub movable: Movable,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,
pub collider: Collider,
pub ghost_collider: GhostCollider,
}
#[derive(Resource)]
pub struct GlobalState {
pub exit: bool,

77
src/systems/ghost.rs Normal file
View File

@@ -0,0 +1,77 @@
use bevy_ecs::system::{Query, Res};
use rand::prelude::*;
use smallvec::SmallVec;
use crate::{
entity::direction::Direction,
map::builder::Map,
systems::{
components::{DeltaTime, EntityType, GhostBehavior, GhostType},
movement::{Movable, Position},
},
};
/// Ghost AI system that handles randomized movement decisions.
///
/// This system runs on all ghosts and makes periodic decisions about
/// which direction to move in when they reach intersections.
pub fn ghost_ai_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
) {
for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
// Only process ghosts
if *entity_type != EntityType::Ghost {
continue;
}
// Update decision timer
ghost_behavior.decision_timer += delta_time.0;
// Check if we should make a new direction decision
let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
let at_intersection = position.is_at_node();
if should_decide && at_intersection {
choose_random_direction(&map, &mut movable, position);
ghost_behavior.decision_timer = 0.0;
}
}
}
/// Chooses a random available direction for a ghost at an intersection.
///
/// This function mirrors the behavior from the old ghost implementation,
/// preferring not to reverse direction unless it's the only option.
fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
let current_node = position.current_node();
let intersection = &map.graph.adjacency_list[current_node];
// Collect all available directions that ghosts can traverse
let mut available_directions = SmallVec::<[Direction; 4]>::new();
for direction in Direction::DIRECTIONS {
if let Some(edge) = intersection.get(direction) {
// Check if ghosts can traverse this edge
if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
available_directions.push(direction);
}
}
}
// Choose a random direction (avoid reversing unless necessary)
if !available_directions.is_empty() {
let mut rng = SmallRng::from_os_rng();
// Filter out the opposite direction if possible, but allow it if we have limited options
let opposite = movable.current_direction.opposite();
let filtered_directions: Vec<_> = available_directions
.iter()
.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
.collect();
if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
movable.requested_direction = Some(*random_direction);
}
}
}

View File

@@ -10,6 +10,7 @@ pub mod components;
pub mod control;
pub mod debug;
pub mod formatting;
pub mod ghost;
pub mod input;
pub mod item;
pub mod movement;

View File

@@ -7,7 +7,7 @@ use std::time::Duration;
use thousands::Separable;
/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
const MAX_SYSTEMS: usize = 12;
const MAX_SYSTEMS: usize = 13;
/// The number of durations to keep in the circular buffer.
const TIMING_WINDOW_SIZE: usize = 30;