mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-11 06:08:02 -06:00
feat: improve tracing logs application-wide
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@@ -3,6 +3,7 @@ use bevy_ecs::{
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query::{With, Without},
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system::{Query, Res, ResMut},
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};
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use tracing::trace;
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use crate::{
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error::GameError,
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@@ -52,6 +53,7 @@ pub fn player_control_system(
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}
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};
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trace!(direction = ?*direction, "Player direction buffered for movement");
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*buffered_direction = BufferedDirection::Some {
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direction: *direction,
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remaining_time: 0.25,
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@@ -86,6 +88,7 @@ pub fn player_movement_system(
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(&MovementModifiers, &mut Position, &mut Velocity, &mut BufferedDirection),
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(With<PlayerControlled>, Without<Frozen>),
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>,
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mut last_stopped_node: bevy_ecs::system::Local<Option<crate::systems::movement::NodeId>>,
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) {
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for (modifiers, mut position, mut velocity, mut buffered_direction) in entities.iter_mut() {
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// Decrement the buffered direction remaining time
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@@ -95,6 +98,7 @@ pub fn player_movement_system(
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} = *buffered_direction
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{
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if remaining_time <= 0.0 {
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trace!("Buffered direction expired");
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*buffered_direction = BufferedDirection::None;
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} else {
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*buffered_direction = BufferedDirection::Some {
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@@ -115,6 +119,8 @@ pub fn player_movement_system(
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if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), direction) {
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// If there is an edge in that direction (and it's traversable), start moving towards it and consume the buffered direction.
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if can_traverse(EntityType::Player, edge) {
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trace!(from = position.current_node(), to = edge.target, direction = ?direction, "Player started moving using buffered direction");
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*last_stopped_node = None; // Reset stopped state when starting to move
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velocity.direction = edge.direction;
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*position = Position::Moving {
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from: position.current_node(),
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@@ -129,6 +135,8 @@ pub fn player_movement_system(
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// If there is no buffered direction (or it's not yet valid), continue in the current direction.
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if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), velocity.direction) {
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if can_traverse(EntityType::Player, edge) {
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trace!(from = position.current_node(), to = edge.target, direction = ?velocity.direction, "Player continued in current direction");
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*last_stopped_node = None; // Reset stopped state when starting to move
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velocity.direction = edge.direction;
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*position = Position::Moving {
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from: position.current_node(),
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@@ -138,6 +146,11 @@ pub fn player_movement_system(
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}
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} else {
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// No edge in our current direction either, erase the buffered direction and stop.
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let current_node = position.current_node();
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if *last_stopped_node != Some(current_node) {
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trace!(node = current_node, direction = ?velocity.direction, "Player stopped - no valid edge in current direction");
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*last_stopped_node = Some(current_node);
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}
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*buffered_direction = BufferedDirection::None;
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break;
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}
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@@ -162,6 +175,16 @@ pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mu
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.tile_at_node(node)
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.map(|t| t == crate::constants::MapTile::Tunnel)
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.unwrap_or(false);
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if modifiers.tunnel_slowdown_active != in_tunnel {
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trace!(
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node,
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in_tunnel,
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speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
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"Player tunnel slowdown state changed"
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);
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}
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modifiers.tunnel_slowdown_active = in_tunnel;
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modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
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}
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