mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-18 14:12:43 -06:00
refactor: use Single<> for player queries
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@@ -1,12 +1,11 @@
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use bevy_ecs::{
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event::{EventReader, EventWriter},
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event::EventReader,
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query::{With, Without},
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system::{Query, Res, ResMut},
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system::{Query, Res, ResMut, Single},
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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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events::{GameCommand, GameEvent},
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map::{builder::Map, graph::Edge},
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systems::{
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@@ -33,31 +32,21 @@ pub fn player_control_system(
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mut state: ResMut<GlobalState>,
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mut debug_state: ResMut<DebugState>,
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mut audio_state: ResMut<AudioState>,
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mut players: Query<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>,
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mut errors: EventWriter<GameError>,
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mut player: Option<Single<&mut BufferedDirection, (With<PlayerControlled>, Without<Frozen>)>>,
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) {
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// Handle events
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for event in events.read() {
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if let GameEvent::Command(command) = event {
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match command {
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GameCommand::MovePlayer(direction) => {
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// Get the player's movable component (ensuring there is only one player)
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let mut buffered_direction = match players.single_mut() {
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Ok(tuple) => tuple,
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Err(e) => {
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errors.write(GameError::InvalidState(format!(
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"No/multiple entities queried for player system: {}",
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e
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)));
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return;
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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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};
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// Only handle movement if there's an unfrozen player
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if let Some(player_single) = player.as_mut() {
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trace!(direction = ?*direction, "Player direction buffered for movement");
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***player_single = BufferedDirection::Some {
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direction: *direction,
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remaining_time: 0.25,
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};
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}
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}
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GameCommand::Exit => {
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state.exit = true;
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@@ -168,24 +157,23 @@ pub fn player_movement_system(
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}
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/// Applies tunnel slowdown based on the current node tile
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pub fn player_tunnel_slowdown_system(map: Res<Map>, mut q: Query<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
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if let Ok((position, mut modifiers)) = q.single_mut() {
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let node = position.current_node();
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let in_tunnel = map
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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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pub fn player_tunnel_slowdown_system(map: Res<Map>, player: Single<(&Position, &mut MovementModifiers), With<PlayerControlled>>) {
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let (position, mut modifiers) = player.into_inner();
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let node = position.current_node();
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let in_tunnel = map
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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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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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