refactor: use Single<> for player queries

This commit is contained in:
Ryan Walters
2025-09-08 16:50:17 -05:00
parent 63e1059df8
commit c163171304
4 changed files with 66 additions and 106 deletions

View File

@@ -1,12 +1,11 @@
use bevy_ecs::{
event::{EventReader, EventWriter},
event::EventReader,
query::{With, Without},
system::{Query, Res, ResMut},
system::{Query, Res, ResMut, Single},
};
use tracing::trace;
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
map::{builder::Map, graph::Edge},
systems::{
@@ -33,31 +32,21 @@ pub fn player_control_system(
mut state: ResMut<GlobalState>,
mut debug_state: ResMut<DebugState>,
mut audio_state: ResMut<AudioState>,
mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
mut errors: EventWriter<GameError>,
mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
) {
// Handle events
for event in events.read() {
if let GameEvent::Command(command) = event {
match command {
GameCommand::MovePlayer(direction) => {
// Get the player's movable component (ensuring there is only one player)
let mut buffered_direction = match players.single_mut() {
Ok(tuple) => tuple,
Err(e) => {
errors.write(GameError::InvalidState(format!(
"No/multiple entities queried for player system: {}",
e
)));
return;
}
};
trace!(direction = ?*direction, "Player direction buffered for movement");
*buffered_direction = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
// Only handle movement if there's an unfrozen player
if let Some(player_single) = player.as_mut() {
trace!(direction = ?*direction, "Player direction buffered for movement");
***player_single = BufferedDirection::Some {
direction: *direction,
remaining_time: 0.25,
};
}
}
GameCommand::Exit => {
state.exit = true;
@@ -168,24 +157,23 @@ pub fn player_movement_system(
}
/// Applies tunnel slowdown based on the current node tile
pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
if let Ok((position, mut modifiers)) = q.single_mut() {
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
let (position, mut modifiers) = player.into_inner();
let node = position.current_node();
let in_tunnel = map
.tile_at_node(node)
.map(|t| t == crate::constants::MapTile::Tunnel)
.unwrap_or(false);
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
if modifiers.tunnel_slowdown_active != in_tunnel {
trace!(
node,
in_tunnel,
speed_multiplier = if in_tunnel { 0.6 } else { 1.0 },
"Player tunnel slowdown state changed"
);
}
modifiers.tunnel_slowdown_active = in_tunnel;
modifiers.speed_multiplier = if in_tunnel { 0.6 } else { 1.0 };
}