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https://github.com/Xevion/Pac-Man.git
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feat: ghosts system
This commit is contained in:
@@ -11,6 +11,65 @@ use crate::{
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#[derive(Default, Component)]
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pub struct PlayerControlled;
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/// The four classic ghost types.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub enum GhostType {
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Blinky,
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Pinky,
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Inky,
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Clyde,
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}
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impl GhostType {
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/// Returns the ghost type name for atlas lookups.
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pub fn as_str(self) -> &'static str {
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match self {
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GhostType::Blinky => "blinky",
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GhostType::Pinky => "pinky",
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GhostType::Inky => "inky",
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GhostType::Clyde => "clyde",
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}
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}
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/// Returns the base movement speed for this ghost type.
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pub fn base_speed(self) -> f32 {
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match self {
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GhostType::Blinky => 1.0,
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GhostType::Pinky => 0.95,
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GhostType::Inky => 0.9,
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GhostType::Clyde => 0.85,
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}
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}
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/// Returns the ghost's color for debug rendering.
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pub fn debug_color(&self) -> sdl2::pixels::Color {
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match self {
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GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0), // Red
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GhostType::Pinky => sdl2::pixels::Color::RGB(255, 182, 255), // Pink
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GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255), // Cyan
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GhostType::Clyde => sdl2::pixels::Color::RGB(255, 182, 85), // Orange
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}
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}
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}
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/// Ghost AI behavior component - controls randomized movement decisions.
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#[derive(Component)]
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pub struct GhostBehavior {
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/// Timer for making new direction decisions
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pub decision_timer: f32,
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/// Interval between direction decisions (in seconds)
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pub decision_interval: f32,
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}
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impl Default for GhostBehavior {
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fn default() -> Self {
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Self {
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decision_timer: 0.0,
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decision_interval: 0.5, // Make decisions every half second
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}
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}
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}
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/// A tag component denoting the type of entity.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum EntityType {
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@@ -94,6 +153,20 @@ pub struct ItemBundle {
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pub item_collider: ItemCollider,
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}
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#[derive(Bundle)]
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pub struct GhostBundle {
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pub ghost_type: GhostType,
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pub ghost_behavior: GhostBehavior,
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pub position: Position,
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pub movement_state: MovementState,
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pub movable: Movable,
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pub sprite: Renderable,
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pub directional_animated: DirectionalAnimated,
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pub entity_type: EntityType,
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pub collider: Collider,
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pub ghost_collider: GhostCollider,
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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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77
src/systems/ghost.rs
Normal file
77
src/systems/ghost.rs
Normal file
@@ -0,0 +1,77 @@
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use bevy_ecs::system::{Query, Res};
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use rand::prelude::*;
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use smallvec::SmallVec;
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use crate::{
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entity::direction::Direction,
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map::builder::Map,
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systems::{
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components::{DeltaTime, EntityType, GhostBehavior, GhostType},
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movement::{Movable, Position},
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},
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};
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/// Ghost AI system that handles randomized movement decisions.
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///
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/// This system runs on all ghosts and makes periodic decisions about
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/// which direction to move in when they reach intersections.
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pub fn ghost_ai_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut ghosts: Query<(&mut GhostBehavior, &mut Movable, &Position, &EntityType, &GhostType)>,
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) {
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for (mut ghost_behavior, mut movable, position, entity_type, _ghost_type) in ghosts.iter_mut() {
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// Only process ghosts
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if *entity_type != EntityType::Ghost {
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continue;
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}
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// Update decision timer
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ghost_behavior.decision_timer += delta_time.0;
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// Check if we should make a new direction decision
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let should_decide = ghost_behavior.decision_timer >= ghost_behavior.decision_interval;
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let at_intersection = position.is_at_node();
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if should_decide && at_intersection {
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choose_random_direction(&map, &mut movable, position);
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ghost_behavior.decision_timer = 0.0;
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}
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}
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}
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/// Chooses a random available direction for a ghost at an intersection.
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///
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/// This function mirrors the behavior from the old ghost implementation,
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/// preferring not to reverse direction unless it's the only option.
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fn choose_random_direction(map: &Map, movable: &mut Movable, position: &Position) {
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let current_node = position.current_node();
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let intersection = &map.graph.adjacency_list[current_node];
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// Collect all available directions that ghosts can traverse
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let mut available_directions = SmallVec::<[Direction; 4]>::new();
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for direction in Direction::DIRECTIONS {
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if let Some(edge) = intersection.get(direction) {
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// Check if ghosts can traverse this edge
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if edge.traversal_flags.contains(crate::entity::graph::TraversalFlags::GHOST) {
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available_directions.push(direction);
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}
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}
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}
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// Choose a random direction (avoid reversing unless necessary)
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if !available_directions.is_empty() {
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let mut rng = SmallRng::from_os_rng();
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// Filter out the opposite direction if possible, but allow it if we have limited options
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let opposite = movable.current_direction.opposite();
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let filtered_directions: Vec<_> = available_directions
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.iter()
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.filter(|&&dir| dir != opposite || available_directions.len() <= 2)
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.collect();
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if let Some(&random_direction) = filtered_directions.choose(&mut rng) {
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movable.requested_direction = Some(*random_direction);
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}
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}
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}
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@@ -10,6 +10,7 @@ pub mod components;
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pub mod control;
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pub mod debug;
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pub mod formatting;
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pub mod ghost;
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pub mod input;
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pub mod item;
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pub mod movement;
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@@ -7,7 +7,7 @@ use std::time::Duration;
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use thousands::Separable;
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/// The maximum number of systems that can be profiled. Must not be exceeded, or it will panic.
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const MAX_SYSTEMS: usize = 12;
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const MAX_SYSTEMS: usize = 13;
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/// The number of durations to keep in the circular buffer.
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const TIMING_WINDOW_SIZE: usize = 30;
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