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use std::collections::VecDeque; |
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|
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use bevy::prelude::*; |
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|
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use crate::{ |
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climate::Warmth, |
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food::Hunger, |
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items::{Carrying, ItemAssets}, |
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jobs::{CurrentJob, IdleTimer, WorkPriorities}, |
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needs::{Rest, sleep_marker}, |
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pathfinding::find_path, |
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population::Starvation, |
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sim::{SimPos, SimSystems, sim_pos}, |
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skills::{Skills, WorkCarry}, |
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threats::Health, |
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world::{TILE_SIZE, TilePos, WorldMap}, |
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worldgen::{WorldGenerated, spawn_tiles}, |
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}; |
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|
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pub struct ColonistPlugin; |
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|
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impl Plugin for ColonistPlugin { |
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fn build(&self, app: &mut App) { |
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app.add_systems(Startup, create_colonist_assets) |
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.add_systems(Update, spawn_colonists.run_if(on_message::<WorldGenerated>)) |
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.add_systems(FixedUpdate, follow_path.in_set(SimSystems::Move)); |
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} |
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} |
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|
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const TILES_PER_SECOND: f32 = 4.0; |
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|
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pub const NAMES: [&str; 26] = [ |
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"Ada", "Bram", "Cleo", "Dana", "Emil", "Fenna", "Gijs", "Hanna", "Ivo", "Juul", "Kees", |
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"Lotte", "Milan", "Noor", "Otto", "Pien", "Quinn", "Roos", "Sem", "Tess", "Ugo", "Vera", |
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"Wout", "Xem", "Yara", "Zeno", |
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]; |
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|
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pub fn colonist_name(index: usize) -> String { |
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let base = NAMES[index % NAMES.len()]; |
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match index / NAMES.len() { |
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0 => base.to_string(), |
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n => format!("{base} {}", n + 1), |
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} |
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} |
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|
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pub fn free_name_index<'a>(taken: impl Iterator<Item = &'a str> + Clone) -> usize { |
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(0..) |
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.find(|&i| !taken.clone().any(|name| name == colonist_name(i))) |
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.unwrap_or(0) |
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} |
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|
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const COLORS: [Color; 8] = [ |
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Color::srgb(0.9, 0.3, 0.3), |
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Color::srgb(0.3, 0.5, 0.95), |
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Color::srgb(0.95, 0.75, 0.3), |
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Color::srgb(0.6, 0.35, 0.85), |
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Color::srgb(0.3, 0.8, 0.75), |
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Color::srgb(0.95, 0.5, 0.75), |
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Color::srgb(0.55, 0.8, 0.3), |
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Color::srgb(0.95, 0.95, 0.95), |
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]; |
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|
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const STARTING_COLONISTS: usize = 3; |
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|
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#[derive(Resource, Default)] |
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pub struct ColonistAssets { |
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mesh: Handle<Mesh>, |
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} |
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|
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fn create_colonist_assets(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) { |
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commands.insert_resource(ColonistAssets { |
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mesh: meshes.add(Circle::new(TILE_SIZE * 0.35)), |
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}); |
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} |
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|
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pub fn spawn_colonist( |
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commands: &mut Commands, |
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assets: &ColonistAssets, |
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item_assets: &ItemAssets, |
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materials: &mut Assets<ColorMaterial>, |
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index: usize, |
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tile: UVec2, |
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) -> Entity { |
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let name = colonist_name(index); |
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commands |
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.spawn(( |
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Name::new(name.clone()), |
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Colonist { name }, |
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TilePos(tile), |
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Mesh2d(assets.mesh.clone()), |
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MeshMaterial2d(materials.add(COLORS[index % COLORS.len()])), |
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sim_pos(WorldMap::tile_center(tile)), |
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Transform::from_translation(WorldMap::tile_center(tile).extend(1.0)), |
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children![item_assets.carried_visual(), sleep_marker()], |
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)) |
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.id() |
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} |
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|
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#[derive(Component, Debug)] |
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#[require( |
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Transform, |
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SimPos, |
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TilePos, |
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Path, |
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CurrentJob, |
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IdleTimer, |
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Carrying, |
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Rest, |
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Hunger, |
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Starvation, |
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WorkPriorities, |
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Warmth, |
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Skills, |
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WorkCarry, |
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Health |
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)] |
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pub struct Colonist { |
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pub name: String, |
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} |
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|
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#[derive(Component, Default, Debug)] |
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pub struct Path(pub VecDeque<UVec2>); |
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|
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fn spawn_colonists( |
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mut commands: Commands, |
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map: Res<WorldMap>, |
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existing: Query<Entity, With<Colonist>>, |
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assets: Res<ColonistAssets>, |
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item_assets: Res<ItemAssets>, |
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mut materials: ResMut<Assets<ColorMaterial>>, |
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) { |
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for entity in &existing { |
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commands.entity(entity).despawn(); |
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} |
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let tiles = spawn_tiles(&map, STARTING_COLONISTS); |
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for (index, tile) in tiles.into_iter().enumerate() { |
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spawn_colonist( |
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&mut commands, |
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&assets, |
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&item_assets, |
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&mut materials, |
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index, |
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tile, |
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); |
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} |
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} |
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|
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pub fn repath( |
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map: &WorldMap, |
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tile: UVec2, |
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current: &VecDeque<UVec2>, |
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goal: UVec2, |
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) -> Option<VecDeque<UVec2>> { |
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match current.front() { |
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Some(&next) => { |
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let mut path: VecDeque<_> = find_path(map, next, goal)?.into(); |
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path.push_front(next); |
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Some(path) |
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} |
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None => find_path(map, tile, goal).map(VecDeque::from), |
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} |
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} |
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|
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#[derive(Component, Debug, Clone, Copy, PartialEq)] |
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pub struct MoveSpeed(pub f32); |
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|
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pub fn follow_path( |
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time: Res<Time>, |
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mut map: ResMut<WorldMap>, |
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mut movers: Query<( |
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&mut TilePos, |
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&mut Path, |
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&mut SimPos, |
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Option<&MoveSpeed>, |
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Has<Colonist>, |
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)>, |
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) { |
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for (mut tile, mut path, mut pos, speed, is_colonist) in &mut movers { |
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let Some(&next) = path.0.front() else { |
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continue; |
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}; |
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if map.move_cost(next.as_ivec2()).is_none() { |
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path.0.clear(); |
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continue; |
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} |
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let cost = map |
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.step_cost(tile.0.as_ivec2(), next.as_ivec2()) |
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.unwrap_or(100) as f32 |
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/ 100.0; |
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let tiles_per_second = speed.map_or(TILES_PER_SECOND, |s| s.0); |
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let max_distance = tiles_per_second * TILE_SIZE / cost * time.delta_secs(); |
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let target = WorldMap::tile_center(next); |
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let arrived; |
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(pos.0, arrived) = step_towards(pos.0, target, max_distance); |
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if arrived { |
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tile.0 = next; |
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path.0.pop_front(); |
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if is_colonist { |
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let wear = map.wear(next.as_ivec2()); |
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map.set_wear(next, wear + 1.0); |
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} |
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} |
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} |
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} |
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|
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pub fn step_towards(pos: Vec2, target: Vec2, max_distance: f32) -> (Vec2, bool) { |
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let delta = target - pos; |
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if delta.length() <= max_distance { |
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(target, true) |
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} else { |
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(pos + delta.normalize() * max_distance, false) |
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} |
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} |
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|
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#[cfg(test)] |
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mod tests { |
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use super::*; |
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|
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|
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#[test] |
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fn names_stay_unique_past_the_name_list() { |
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assert_eq!(colonist_name(0), "Ada"); |
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assert_eq!(colonist_name(NAMES.len()), "Ada 2"); |
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let taken = ["Ada".to_string(), "Bram".to_string()]; |
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assert_eq!(free_name_index(taken.iter().map(String::as_str)), 2); |
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let all: Vec<String> = (0..NAMES.len()).map(colonist_name).collect(); |
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assert_eq!(free_name_index(all.iter().map(String::as_str)), NAMES.len()); |
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} |
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use crate::world::Terrain; |
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use std::time::Duration; |
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|
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#[test] |
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fn step_towards_stops_exactly_on_target() { |
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assert_eq!( |
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step_towards(Vec2::ZERO, Vec2::new(3.0, 4.0), 10.0), |
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(Vec2::new(3.0, 4.0), true) |
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); |
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let (pos, arrived) = step_towards(Vec2::ZERO, Vec2::new(3.0, 4.0), 2.5); |
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assert!(!arrived); |
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assert!(pos.abs_diff_eq(Vec2::new(1.5, 2.0), 1e-5)); |
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} |
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|
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|
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|
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#[test] |
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fn repath_while_moving_keeps_the_tile_being_entered() { |
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let map = WorldMap::filled(UVec2::new(10, 10), Terrain::Grass); |
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let current = VecDeque::from([UVec2::new(3, 2), UVec2::new(4, 2)]); |
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let path = repath(&map, UVec2::new(2, 2), ¤t, UVec2::new(3, 5)).unwrap(); |
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assert_eq!(path.front(), Some(&UVec2::new(3, 2))); |
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assert_eq!(path.back(), Some(&UVec2::new(3, 5))); |
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} |
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|
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#[test] |
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fn repath_when_idle_starts_from_current_tile() { |
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let map = WorldMap::filled(UVec2::new(10, 10), Terrain::Grass); |
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let path = repath(&map, UVec2::new(2, 2), &VecDeque::new(), UVec2::new(4, 2)).unwrap(); |
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assert_eq!(path, VecDeque::from([UVec2::new(3, 2), UVec2::new(4, 2)])); |
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} |
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|
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#[test] |
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fn movers_stop_instead_of_walking_into_a_new_wall() { |
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let mut map = WorldMap::filled(UVec2::new(10, 10), Terrain::Grass); |
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map.set_wall(UVec2::new(3, 1), true); |
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let mut app = App::new(); |
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app.insert_resource(map) |
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.init_resource::<Time>() |
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.add_systems(Update, follow_path); |
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let mover = app |
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.world_mut() |
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.spawn(( |
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TilePos(UVec2::new(1, 1)), |
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Path(VecDeque::from([ |
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UVec2::new(2, 1), |
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UVec2::new(3, 1), |
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UVec2::new(4, 1), |
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])), |
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sim_pos(WorldMap::tile_center(UVec2::new(1, 1))), |
| 279 |
)) |
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.id(); |
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for _ in 0..40 { |
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app.world_mut() |
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.resource_mut::<Time>() |
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.advance_by(Duration::from_millis(50)); |
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app.update(); |
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} |
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assert_eq!( |
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app.world().get::<TilePos>(mover), |
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Some(&TilePos(UVec2::new(2, 1))) |
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); |
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assert!(app.world().get::<Path>(mover).unwrap().0.is_empty()); |
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} |
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|
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#[test] |
| 295 |
fn colonists_wear_down_the_ground_they_walk_on() { |
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let mut app = App::new(); |
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app.insert_resource(WorldMap::filled(UVec2::new(10, 10), Terrain::Grass)) |
| 298 |
.init_resource::<Time>() |
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.add_systems(Update, follow_path); |
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app.world_mut().spawn(( |
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Colonist { |
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name: "Test".into(), |
| 303 |
}, |
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TilePos(UVec2::new(1, 1)), |
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Path(VecDeque::from([UVec2::new(2, 1)])), |
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sim_pos(WorldMap::tile_center(UVec2::new(1, 1))), |
| 307 |
)); |
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app.world_mut().spawn(( |
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TilePos(UVec2::new(1, 3)), |
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Path(VecDeque::from([UVec2::new(2, 3)])), |
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sim_pos(WorldMap::tile_center(UVec2::new(1, 3))), |
| 312 |
)); |
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for _ in 0..20 { |
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app.world_mut() |
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.resource_mut::<Time>() |
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.advance_by(Duration::from_millis(50)); |
| 317 |
app.update(); |
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} |
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let map = app.world().resource::<WorldMap>(); |
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assert_eq!(map.wear(IVec2::new(2, 1)), 1.0); |
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assert_eq!(map.wear(IVec2::new(2, 3)), 0.0); |
| 322 |
} |
| 323 |
|
| 324 |
#[test] |
| 325 |
fn colonists_walk_their_path_and_update_tile_pos() { |
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let mut app = App::new(); |
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app.insert_resource(WorldMap::filled(UVec2::new(10, 10), Terrain::Grass)) |
| 328 |
.init_resource::<Time>() |
| 329 |
.add_systems(Update, follow_path); |
| 330 |
let colonist = app |
| 331 |
.world_mut() |
| 332 |
.spawn(( |
| 333 |
Colonist { |
| 334 |
name: "Test".into(), |
| 335 |
}, |
| 336 |
TilePos(UVec2::new(1, 1)), |
| 337 |
Path(VecDeque::from([UVec2::new(2, 1), UVec2::new(3, 1)])), |
| 338 |
sim_pos(WorldMap::tile_center(UVec2::new(1, 1))), |
| 339 |
)) |
| 340 |
.id(); |
| 341 |
for _ in 0..100 { |
| 342 |
app.world_mut() |
| 343 |
.resource_mut::<Time>() |
| 344 |
.advance_by(Duration::from_millis(50)); |
| 345 |
app.update(); |
| 346 |
} |
| 347 |
let world = app.world(); |
| 348 |
assert_eq!( |
| 349 |
world.get::<TilePos>(colonist), |
| 350 |
Some(&TilePos(UVec2::new(3, 1))) |
| 351 |
); |
| 352 |
assert!(world.get::<Path>(colonist).unwrap().0.is_empty()); |
| 353 |
assert_eq!( |
| 354 |
world.get::<SimPos>(colonist), |
| 355 |
Some(&SimPos(WorldMap::tile_center(UVec2::new(3, 1)))) |
| 356 |
); |
| 357 |
} |
| 358 |
} |