mirror of
https://github.com/Xevion/Pac-Man.git
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204 lines
8.4 KiB
Rust
204 lines
8.4 KiB
Rust
use crate::systems::components::{DirectionalAnimated, Frozen, GhostState, LastAnimationState};
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use crate::{
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map::{
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builder::Map,
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direction::Direction,
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graph::{Edge, TraversalFlags},
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},
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systems::{
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components::{DeltaTime, Ghost},
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movement::{Position, Velocity},
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},
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};
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use crate::systems::GhostAnimations;
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use bevy_ecs::query::Without;
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use bevy_ecs::system::{Query, Res};
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use rand::rngs::SmallRng;
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use rand::seq::IndexedRandom;
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use rand::SeedableRng;
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use smallvec::SmallVec;
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/// Autonomous ghost AI system implementing randomized movement with backtracking avoidance.
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pub fn ghost_movement_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut ghosts: Query<(&Ghost, &mut Velocity, &mut Position), Without<Frozen>>,
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) {
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for (_ghost, mut velocity, mut position) in ghosts.iter_mut() {
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let mut distance = velocity.speed * 60.0 * delta_time.0;
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loop {
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match *position {
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Position::Stopped { node: current_node } => {
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let intersection = &map.graph.adjacency_list[current_node as usize];
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let opposite = velocity.direction.opposite();
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let mut non_opposite_options: SmallVec<[Edge; 3]> = SmallVec::new();
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// Collect all available directions that ghosts can traverse
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for edge in Direction::DIRECTIONS.iter().flat_map(|d| intersection.get(*d)) {
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if edge.traversal_flags.contains(TraversalFlags::GHOST) && edge.direction != opposite {
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non_opposite_options.push(edge);
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}
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}
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let new_edge: Edge = if non_opposite_options.is_empty() {
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if let Some(edge) = intersection.get(opposite) {
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edge
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} else {
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break;
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}
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} else {
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*non_opposite_options.choose(&mut SmallRng::from_os_rng()).unwrap()
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};
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velocity.direction = new_edge.direction;
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*position = Position::Moving {
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from: current_node,
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to: new_edge.target,
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remaining_distance: new_edge.distance,
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};
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}
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Position::Moving { .. } => {
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if let Some(overflow) = position.tick(distance) {
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distance = overflow;
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} else {
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break;
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}
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}
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}
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}
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}
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}
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/// System that handles eaten ghost behavior and respawn logic.
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///
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/// When a ghost is eaten by Pac-Man, it enters an "eaten" state where:
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/// 1. It displays eyes-only animation
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/// 2. It moves directly back to the ghost house at increased speed
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/// 3. Once it reaches the ghost house center, it respawns as a normal ghost
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///
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/// This system runs after the main movement system to override eaten ghost movement.
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pub fn eaten_ghost_system(
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map: Res<Map>,
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delta_time: Res<DeltaTime>,
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mut eaten_ghosts: Query<(&Ghost, &mut Position, &mut Velocity, &mut GhostState)>,
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) {
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for (ghost_type, mut position, mut velocity, mut ghost_state) in eaten_ghosts.iter_mut() {
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// Only process ghosts that are in Eyes state
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if !matches!(*ghost_state, GhostState::Eyes) {
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continue;
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}
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// Set higher speed for eaten ghosts returning to ghost house
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let original_speed = velocity.speed;
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velocity.speed = ghost_type.base_speed() * 2.0; // Move twice as fast when eaten
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// Calculate direction towards ghost house center (using Clyde's start position)
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let ghost_house_center = map.start_positions.clyde;
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match *position {
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Position::Stopped { node: current_node } => {
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// Find path to ghost house center and start moving
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if let Some(direction) = find_direction_to_target(&map, current_node, ghost_house_center) {
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velocity.direction = direction;
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*position = Position::Moving {
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from: current_node,
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to: map.graph.adjacency_list[current_node as usize].get(direction).unwrap().target,
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remaining_distance: map.graph.adjacency_list[current_node as usize]
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.get(direction)
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.unwrap()
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.distance,
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};
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}
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}
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Position::Moving { to, .. } => {
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let distance = velocity.speed * 60.0 * delta_time.0;
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if let Some(_overflow) = position.tick(distance) {
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// Reached target node, check if we're at ghost house center
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if to == ghost_house_center {
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// Respawn the ghost - set state back to normal
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*ghost_state = GhostState::Normal;
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// Reset to stopped at ghost house center
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*position = Position::Stopped {
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node: ghost_house_center,
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};
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} else {
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// Continue pathfinding to ghost house
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if let Some(next_direction) = find_direction_to_target(&map, to, ghost_house_center) {
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velocity.direction = next_direction;
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*position = Position::Moving {
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from: to,
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to: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().target,
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remaining_distance: map.graph.adjacency_list[to as usize].get(next_direction).unwrap().distance,
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};
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}
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}
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}
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}
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}
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// Restore original speed
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velocity.speed = original_speed;
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}
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}
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/// Helper function to find the direction from a node towards a target node.
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/// Uses simple greedy pathfinding - prefers straight lines when possible.
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fn find_direction_to_target(
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map: &Map,
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from_node: crate::systems::movement::NodeId,
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target_node: crate::systems::movement::NodeId,
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) -> Option<Direction> {
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let from_pos = map.graph.get_node(from_node).unwrap().position;
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let target_pos = map.graph.get_node(target_node).unwrap().position;
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let dx = target_pos.x as i32 - from_pos.x as i32;
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let dy = target_pos.y as i32 - from_pos.y as i32;
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// Prefer horizontal movement first, then vertical
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let preferred_dirs = if dx.abs() > dy.abs() {
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if dx > 0 {
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[Direction::Right, Direction::Up, Direction::Down, Direction::Left]
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} else {
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[Direction::Left, Direction::Up, Direction::Down, Direction::Right]
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}
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} else if dy > 0 {
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[Direction::Down, Direction::Left, Direction::Right, Direction::Up]
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} else {
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[Direction::Up, Direction::Left, Direction::Right, Direction::Down]
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};
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// Return first available direction towards target
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for direction in preferred_dirs {
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if let Some(edge) = map.graph.adjacency_list[from_node as usize].get(direction) {
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if edge.traversal_flags.contains(TraversalFlags::GHOST) {
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return Some(direction);
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}
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}
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}
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None
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}
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/// Unified system that manages ghost state transitions and animations
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pub fn ghost_state_system(
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animations: Res<GhostAnimations>,
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mut ghosts: Query<(&Ghost, &mut GhostState, &mut DirectionalAnimated, &mut LastAnimationState)>,
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) {
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for (ghost_type, mut ghost_state, mut directional_animated, mut last_animation_state) in ghosts.iter_mut() {
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// Tick the ghost state to handle internal transitions (like flashing)
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let _ = ghost_state.tick();
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// Only update animation if the animation state actually changed
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let current_animation_state = ghost_state.animation_state();
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if last_animation_state.0 != current_animation_state {
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let animation_set = animations.0.get(ghost_type).unwrap();
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let animation = animation_set.get(current_animation_state).unwrap();
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*directional_animated = (*animation).clone();
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// Reset animation timers to synchronize all ghosts
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directional_animated.reset_all_animations();
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last_animation_state.0 = current_animation_state;
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}
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}
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}
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