feat: rewrite movement systems separately for player/ghosts

This commit is contained in:
2025-08-16 11:44:10 -05:00
parent 514a447162
commit 78300bdf9c
11 changed files with 476 additions and 357 deletions

View File

@@ -2,48 +2,44 @@ use crate::entity::graph::Graph;
use crate::entity::{direction::Direction, graph::Edge};
use crate::error::{EntityError, GameError, GameResult};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, EntityType};
use crate::systems::components::{DeltaTime, EntityType, PlayerControlled};
use bevy_ecs::component::Component;
use bevy_ecs::event::EventWriter;
use bevy_ecs::query::With;
use bevy_ecs::system::{Query, Res};
use glam::Vec2;
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Progress along an edge between two nodes.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct EdgeProgress {
pub target_node: NodeId,
/// Progress from 0.0 (at source node) to 1.0 (at target node)
pub progress: f32,
/// A component that represents the speed and cardinal direction of an entity.
/// Speed is static, only applied when the entity has an edge to traverse.
/// Direction is dynamic, but is controlled externally.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub struct Velocity {
pub speed: f32,
pub direction: Direction,
}
/// A component that represents a direction change that is only remembered for a period of time.
/// This is used to allow entities to change direction before they reach their current target node (which consumes their buffered direction).
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum BufferedDirection {
None,
Some { direction: Direction, remaining_time: f32 },
}
/// Pure spatial position component - works for both static and dynamic entities.
#[derive(Component, Debug, Copy, Clone, PartialEq, Default)]
pub struct Position {
/// The current/primary node this entity is at or traveling from
pub node: NodeId,
/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
pub edge_progress: Option<EdgeProgress>,
}
/// Explicit movement state - only for entities that can move.
#[derive(Component, Debug, Clone, Copy, PartialEq, Default)]
pub enum MovementState {
#[default]
Stopped,
Moving {
direction: Direction,
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
Stopped {
node: NodeId,
},
Moving {
from: NodeId,
to: NodeId,
remaining_distance: f32,
},
}
/// Movement capability and parameters - only for entities that can move.
#[derive(Component, Debug, Clone, Copy)]
pub struct Movable {
pub speed: f32,
pub current_direction: Direction,
pub requested_direction: Option<Direction>,
}
impl Position {
@@ -55,26 +51,32 @@ impl Position {
/// # Errors
///
/// Returns an `EntityError` if the node or edge is not found.
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match &self.edge_progress {
None => {
pub fn get_pixel_position(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match &self {
Position::Stopped { node } => {
// Entity is stationary at a node
let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
let node = graph.get_node(*node).ok_or(EntityError::NodeNotFound(*node))?;
node.position
}
Some(edge_progress) => {
Position::Moving {
from,
to,
remaining_distance,
} => {
// Entity is traveling between nodes
let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
let to_node = graph
.get_node(edge_progress.target_node)
.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
let edge = graph
.find_edge(*from, *to)
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge_progress.progress >= 1.0 {
if edge.distance == 0.0 {
to_node.position
} else {
// Interpolate position based on progress
from_node.position + (to_node.position - from_node.position) * edge_progress.progress
let progress = 1.0 - (*remaining_distance / edge.distance);
from_node.position.lerp(to_node.position, progress)
}
}
};
@@ -84,183 +86,218 @@ impl Position {
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
))
}
}
#[allow(dead_code)]
impl Position {
/// Moves the position by a given distance towards it's current target node.
///
/// Returns the overflow distance, if any.
pub fn tick(&mut self, distance: f32) -> Option<f32> {
if distance <= 0.0 || self.is_at_node() {
return None;
}
match self {
Position::Moving {
to, remaining_distance, ..
} => {
// If the remaining distance is less than or equal the distance, we'll reach the target
if *remaining_distance <= distance {
let overflow: Option<f32> = if *remaining_distance != distance {
Some(distance - *remaining_distance)
} else {
None
};
*self = Position::Stopped { node: *to };
return overflow;
}
*remaining_distance -= distance;
None
}
_ => unreachable!(),
}
}
/// Returns `true` if the position is exactly at a node (not traveling).
pub fn is_at_node(&self) -> bool {
self.edge_progress.is_none()
matches!(self, Position::Stopped { .. })
}
/// Returns the `NodeId` of the current node (source of travel if moving).
pub fn current_node(&self) -> NodeId {
self.node
match self {
Position::Stopped { node } => *node,
Position::Moving { from, .. } => *from,
}
}
/// Returns the `NodeId` of the destination node, if currently traveling.
pub fn target_node(&self) -> Option<NodeId> {
self.edge_progress.as_ref().map(|ep| ep.target_node)
match self {
Position::Stopped { .. } => None,
Position::Moving { to, .. } => Some(*to),
}
}
/// Returns `true` if the entity is traveling between nodes.
pub fn is_moving(&self) -> bool {
self.edge_progress.is_some()
matches!(self, Position::Moving { .. })
}
}
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
// pub fn movement_system(
// map: Res<Map>,
// delta_time: Res<DeltaTime>,
// mut entities: Query<(&mut Position, &mut Movable, &EntityType)>,
// mut errors: EventWriter<GameError>,
// ) {
// for (mut position, mut movable, entity_type) in entities.iter_mut() {
// let distance = movable.speed * 60.0 * delta_time.0;
pub fn movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
mut errors: EventWriter<GameError>,
) {
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
let distance = movable.speed * 60.0 * delta_time.0;
// match *position {
// Position::Stopped { .. } => {
// // Check if we have a requested direction to start moving
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(edge) = map.graph.find_edge_in_direction(position.current_node(), requested_direction) {
// if can_traverse(*entity_type, edge) {
// // Start moving in the requested direction
// let progress = if edge.distance > 0.0 {
// distance / edge.distance
// } else {
// // Zero-distance edge (tunnels) - immediately teleport
// tracing::debug!(
// "Entity entering tunnel from node {} to node {}",
// position.current_node(),
// edge.target
// );
// 1.0
// };
match *movement_state {
MovementState::Stopped => {
// Check if we have a requested direction to start moving
if let Some(requested_direction) = movable.requested_direction {
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
if can_traverse(*entity_type, edge) {
// Start moving in the requested direction
let progress = if edge.distance > 0.0 {
distance / edge.distance
} else {
// Zero-distance edge (tunnels) - immediately teleport
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
1.0
};
// *position = Position::Moving {
// from: position.current_node(),
// to: edge.target,
// remaining_distance: progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// }
// } else {
// errors.write(
// EntityError::InvalidMovement(format!(
// "No edge found in direction {:?} from node {}",
// requested_direction,
// position.current_node()
// ))
// .into(),
// );
// }
// }
// }
// Position::Moving {
// from,
// to,
// remaining_distance,
// } => {
// // Continue moving or handle node transitions
// let current_node = *from;
// if let Some(edge) = map.graph.find_edge(current_node, *to) {
// // Extract target node before mutable operations
// let target_node = *to;
position.edge_progress = Some(EdgeProgress {
target_node: edge.target,
progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
}
} else {
errors.write(
EntityError::InvalidMovement(format!(
"No edge found in direction {:?} from node {}",
requested_direction, position.node
))
.into(),
);
}
}
}
MovementState::Moving { direction } => {
// Continue moving or handle node transitions
let current_node = position.node;
if let Some(edge_progress) = &mut position.edge_progress {
// Extract target node before mutable operations
let target_node = edge_progress.target_node;
// // Get the current edge for distance calculation
// let edge = map.graph.find_edge(current_node, target_node);
// Get the current edge for distance calculation
let edge = map.graph.find_edge(current_node, target_node);
// if let Some(edge) = edge {
// // Update progress along the edge
// if edge.distance > 0.0 {
// *remaining_distance += distance / edge.distance;
// } else {
// // Zero-distance edge (tunnels) - immediately complete
// *remaining_distance = 1.0;
// }
if let Some(edge) = edge {
// Update progress along the edge
if edge.distance > 0.0 {
edge_progress.progress += distance / edge.distance;
} else {
// Zero-distance edge (tunnels) - immediately complete
edge_progress.progress = 1.0;
}
// if *remaining_distance >= 1.0 {
// // Reached the target node
// let overflow = if edge.distance > 0.0 {
// (*remaining_distance - 1.0) * edge.distance
// } else {
// // Zero-distance edge - use remaining distance for overflow
// distance
// };
// *position = Position::Stopped { node: target_node };
if edge_progress.progress >= 1.0 {
// Reached the target node
let overflow = if edge.distance > 0.0 {
(edge_progress.progress - 1.0) * edge.distance
} else {
// Zero-distance edge - use remaining distance for overflow
distance
};
position.node = target_node;
position.edge_progress = None;
// let mut continued_moving = false;
let mut continued_moving = false;
// // Try to use requested direction first
// if let Some(requested_direction) = movable.requested_direction {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// Try to use requested direction first
if let Some(requested_direction) = movable.requested_direction {
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
if can_traverse(*entity_type, next_edge) {
let next_progress = if next_edge.distance > 0.0 {
overflow / next_edge.distance
} else {
// Zero-distance edge - immediately complete
1.0
};
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// movable.current_direction = requested_direction;
// movable.requested_direction = None;
// continued_moving = true;
// }
// }
// }
position.edge_progress = Some(EdgeProgress {
target_node: next_edge.target,
progress: next_progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
continued_moving = true;
}
}
}
// // If no requested direction or it failed, try to continue in current direction
// if !continued_moving {
// if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
// if can_traverse(*entity_type, next_edge) {
// let next_progress = if next_edge.distance > 0.0 {
// overflow / next_edge.distance
// } else {
// // Zero-distance edge - immediately complete
// 1.0
// };
// If no requested direction or it failed, try to continue in current direction
if !continued_moving {
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
if can_traverse(*entity_type, next_edge) {
let next_progress = if next_edge.distance > 0.0 {
overflow / next_edge.distance
} else {
// Zero-distance edge - immediately complete
1.0
};
// *position = Position::Moving {
// from: position.current_node(),
// to: next_edge.target,
// remaining_distance: next_progress,
// };
// // Keep current direction and movement state
// continued_moving = true;
// }
// }
// }
position.edge_progress = Some(EdgeProgress {
target_node: next_edge.target,
progress: next_progress,
});
// Keep current direction and movement state
continued_moving = true;
}
}
}
// If we couldn't continue moving, stop
if !continued_moving {
*movement_state = MovementState::Stopped;
movable.requested_direction = None;
}
}
} else {
// Edge not found - this is an inconsistent state
errors.write(
EntityError::InvalidMovement(format!(
"Inconsistent state: Moving on non-existent edge from {} to {}",
current_node, target_node
))
.into(),
);
*movement_state = MovementState::Stopped;
position.edge_progress = None;
}
} else {
// Movement state says moving but no edge progress - this shouldn't happen
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
*movement_state = MovementState::Stopped;
}
}
}
}
}
// // If we couldn't continue moving, stop
// if !continued_moving {
// *movement_state = MovementState::Stopped;
// movable.requested_direction = None;
// }
// }
// } else {
// // Edge not found - this is an inconsistent state
// errors.write(
// EntityError::InvalidMovement(format!(
// "Inconsistent state: Moving on non-existent edge from {} to {}",
// current_node, target_node
// ))
// .into(),
// );
// *movement_state = MovementState::Stopped;
// position.edge_progress = None;
// }
// } else {
// // Movement state says moving but no edge progress - this shouldn't happen
// errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
// *movement_state = MovementState::Stopped;
// }
// }
// }
// }
// }