Fixed weapon equip bug where changing firearm while in hands would not persist attachments

This commit is contained in:
Franklin 2023-11-20 17:48:27 -04:00
parent 45845fcd6c
commit 802a3f5376
15 changed files with 81 additions and 46 deletions

6
Cargo.lock generated
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@ -1918,6 +1918,7 @@ dependencies = [
"bevy_gltf_components",
"bevy_hanabi",
"bevy_rapier3d",
"uuid",
]
[[package]]
@ -3990,11 +3991,12 @@ dependencies = [
[[package]]
name = "uuid"
version = "1.4.1"
version = "1.6.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "79daa5ed5740825c40b389c5e50312b9c86df53fccd33f281df655642b43869d"
checksum = "5e395fcf16a7a3d8127ec99782007af141946b4795001f876d54fb0d55978560"
dependencies = [
"getrandom",
"rand",
"serde",
]

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@ -22,3 +22,9 @@ bevy_rapier3d = { version = "0.23", features = ["debug-render-3d"] }
bevy_hanabi = { version = "0.8", default-features = false, features = [ "3d" ] }
bevy-trait-query = "0.4.0"
bevy_gltf_components = "0.2.0"
uuid = { version = "1.6.1", features = [
"v4", # Lets you generate random UUIDs
"fast-rng", # Use a faster (but still sufficiently random) RNG
] }

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@ -13,6 +13,7 @@ impl ItemState {
pub fn as_firearm_state(self) -> FirearmState {
match self {
ItemState::Weapon(firearm_state) => firearm_state,
#[allow(unreachable_patterns)]
_ => panic!("Not a weapon ItemState variant...")
}
}

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@ -57,7 +57,6 @@ impl PlayerInventory {
_ => unimplemented!(),
};
let Some(firearm) = item.get_firearm() else { return; };
println!("Pickup item: {:?}", item.get_state());
inventory_slot.item = Some(item);
}
pub fn drop_item(&mut self, slot: PlayerInventorySlotType) {
@ -66,7 +65,17 @@ impl PlayerInventory {
PlayerInventorySlotType::Secondary => self.secondary.item = None,
_ => unimplemented!(),
}
}
}
pub fn get_current_slot_item(&self) -> Option<Arc<dyn Item>> {
match self.current_slot {
Some(current_slot) => match current_slot {
PlayerInventorySlotType::Primary => self.primary.item.clone(),
PlayerInventorySlotType::Secondary => self.secondary.item.clone(),
_ => unimplemented!(),
},
None => None,
}
}
}
/// Drop item from a specific slot.
@ -108,7 +117,6 @@ pub fn drop_slot_in_game_world(
FirearmType::Primary => {
// Send equipment_changed_event
if let Some(primary_item) = player_inventory.get_primary() {
println!("drop_slot_in_game_world {:?}", primary_item.get_state());
// Drop this one
primary_item.spawn(
commands,

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@ -6,13 +6,15 @@ use bevy_rapier3d::{dynamics::{RigidBody, GravityScale, ExternalImpulse}, geomet
use crate::{comps::core::{
grid::UGrid,
items::item::{Item, ItemType},
items::item::{Item, ItemType, ItemId},
markers::{holdable::HoldableObjectType, interactable::Interactable}, inventory::slot::PlayerInventorySlotType, weapons::{firearm::Firearm, firearm_data::FirearmData}, events::pickup_item::ItemState,
}, setup::assets::{GltfAssets, GltfAssetType}, utils};
#[derive(Component)]
pub struct Ak105GunItem {
pub state: Mutex<Option<ItemState>>
#[derive(Component, Clone)]
pub struct Ak105GunItem {
pub id: ItemId,
pub state: Mutex<Option<ItemState>>,
}
impl Item for Ak105GunItem {
@ -52,6 +54,10 @@ impl Item for Ak105GunItem {
PlayerInventorySlotType::Primary
}
fn id(&self) -> ItemId {
self.id.clone()
}
fn spawn(
&self,
commands: &mut Commands,
@ -121,7 +127,8 @@ impl Item for Ak105GunItem {
impulse: with_impulse,
..Default::default()
},
Interactable::Item(Arc::new(Ak105GunItem { state: Mutex::new(item_state) })),
Interactable::Item(Arc::new(self.clone())),
self.id(),
))
.push_children(&[firearm_asset_entity]);
}

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@ -5,12 +5,14 @@ use bevy_rapier3d::{geometry::{ColliderMassProperties, Collider}, dynamics::{Rig
use crate::{comps::core::{
grid::UGrid,
items::item::{Item, ItemType},
items::item::{Item, ItemType, ItemId},
markers::{holdable::HoldableObjectType, interactable::Interactable}, inventory::slot::PlayerInventorySlotType, weapons::{firearm::Firearm, firearm_data::FirearmData}, events::pickup_item::ItemState,
}, setup::assets::{GltfAssets, GltfAssetType}, utils};
#[derive(Component, Reflect)]
pub struct Glock17GunItem;
#[derive(Component, Reflect, Clone)]
pub struct Glock17GunItem {
pub id: ItemId,
}
impl Item for Glock17GunItem {
fn get_type(&self) -> ItemType {
@ -118,7 +120,8 @@ impl Item for Glock17GunItem {
impulse: with_impulse,
..Default::default()
},
Interactable::Item(Arc::new(Glock17GunItem) ),
Interactable::Item(Arc::new(self.clone()) ),
self.id(),
))
.push_children(&[firearm_asset_entity]);
}
@ -132,5 +135,9 @@ impl Item for Glock17GunItem {
fn set_state(&self, state: Option<ItemState>) {
todo!()
}
fn id(&self) -> ItemId {
self.id.clone()
}
}

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@ -8,6 +8,7 @@ use crate::{
};
use bevy::{gltf::Gltf, prelude::*};
use bevy_rapier3d::prelude::*;
use uuid::Uuid;
#[allow(unused)]
pub enum ItemType {
@ -16,6 +17,10 @@ pub enum ItemType {
Consumable,
}
#[derive(Component, Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Reflect, Default)]
#[reflect(Component)]
pub struct ItemId(pub Uuid);
#[bevy_trait_query::queryable]
pub trait Item: Sync + Send {
fn get_type(&self) -> ItemType;
@ -28,6 +33,7 @@ pub trait Item: Sync + Send {
fn inventory_description(&self) -> String;
fn set_state(&self, state: Option<ItemState>);
fn get_state(&self) -> Option<ItemState>;
fn id(&self) -> ItemId;
/// Spawn an item on the game world. Every item should implement this
/// The transform passed to this function should be a GlobalTransform.into()
///

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@ -1,6 +1,6 @@
use bevy::{prelude::*, gltf::Gltf, ecs::system::SystemParam, scene::SceneInstance};
use crate::{comps::core::{weapons::{firearm::Firearm, firearm_state::FirearmState, slot::slot::WeaponSlot, attachment_slot::AttachmentSlot, attachments::weapon_attachment::WeaponAttachment}, events::pickup_item::ItemState}, setup::assets::{GltfAssets, GltfAssetType}};
use crate::{comps::core::{weapons::{firearm::Firearm, firearm_state::FirearmState, slot::slot::WeaponSlot, attachment_slot::AttachmentSlot, attachments::weapon_attachment::WeaponAttachment}, events::pickup_item::ItemState, markers::holdable::InPlayerHands, inventory::player_inventory::PlayerInventory, items::item::ItemId}, setup::assets::{GltfAssets, GltfAssetType}};
#[derive(SystemParam)]
pub struct InsertFirearmStateIntoFirearmsParams<'w, 's> {
@ -8,6 +8,8 @@ pub struct InsertFirearmStateIntoFirearmsParams<'w, 's> {
firearm_query: Query<'w, 's, (Entity, &'static Firearm, &'static Parent, Option<&'static FirearmState>), Or<(Without<FirearmState>, Changed<FirearmState>)>>,
slots_query: Query<'w, 's, (Entity, &'static WeaponSlot, &'static Parent)>,
attachments_query: Query<'w, 's, (Entity, &'static WeaponAttachment, &'static Parent)>,
in_player_hands_query: Query<'w, 's, &'static ItemId, With<InPlayerHands>>,
player_inventories_query: Query<'w, 's, &'static PlayerInventory>
}
/// This query inserts FirearmState into firearms, updates firearm assets that already have a FirearmState,
@ -40,6 +42,16 @@ pub fn insert_firearm_state_to_firearms(
Some(firearm_state) => {
// Change the Slots
spawn_attachments_in_firearm(&mut commands, firearm_entity, firearm_state, &queries.slots_query, &assets_gltf, &loaded_gltf_assets);
//TODO: Change firearm state inside inventory
for in_player_hands_item_id in queries.in_player_hands_query.iter() {
for player_inventory in queries.player_inventories_query.iter() {
if let Some(current_item) = player_inventory.get_current_slot_item() {
if &current_item.id() == in_player_hands_item_id {
current_item.set_state(Some(ItemState::Weapon(firearm_state.clone())));
}
}
}
}
},
None => {
// Create the firearm_state

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@ -1,8 +1,9 @@
use bevy::prelude::*;
use bevy_inspector_egui::egui::mutex::Mutex;
use uuid::Uuid;
use crate::comps::core::{
items::{guns::ak105::Ak105GunItem, item::Item},
items::{guns::ak105::Ak105GunItem, item::{Item, ItemId}},
spawners::item::ItemSpawnPoint,
};
@ -17,6 +18,6 @@ impl ItemSpawnPoint for Ak105SpawnPoint {
}
fn get_item(&self) -> Box<dyn Item> {
Box::new(Ak105GunItem { state: Mutex::new(None) })
Box::new(Ak105GunItem { state: Mutex::new(None), id: ItemId(Uuid::new_v4()) })
}
}

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@ -1,7 +1,8 @@
use bevy::prelude::*;
use uuid::Uuid;
use crate::comps::core::{
items::{guns::glock17::Glock17GunItem, item::Item},
items::{guns::glock17::Glock17GunItem, item::{Item, ItemId}},
spawners::item::ItemSpawnPoint,
};
@ -16,6 +17,6 @@ impl ItemSpawnPoint for Glock17SpawnPoint {
}
fn get_item(&self) -> Box<dyn Item> {
Box::new(Glock17GunItem)
Box::new(Glock17GunItem { id: ItemId(Uuid::new_v4()) })
}
}

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@ -111,6 +111,7 @@ pub fn player_spawner(
game_load_state.player_loaded = true;
equipment_change_event_writer.send(EquipmentChangeEvent(
player_spawn_point.player.0.equipment.clone(),
None
));
commands.entity(player_spawn_point_entity).despawn();
}

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@ -1,4 +1,4 @@
use std::sync::{Arc};
use std::sync::Arc;
use bevy::prelude::*;
use bevy_inspector_egui::egui::mutex::Mutex;
@ -153,19 +153,4 @@ impl Firearm {
}
}
pub fn get_item_arc(&self) -> Arc<dyn Item> {
match self {
//Firearm::M4A1 => Arc::new(M4a1GunItem),
Firearm::Glock17 => Arc::new(Glock17GunItem),
Firearm::Ak105 => Arc::new(Ak105GunItem { state: Mutex::new(None) }),
}
}
pub fn get_item_box(&self) -> Box<dyn Item> {
match self {
//Firearm::M4A1 => Box::new(M4a1GunItem),
Firearm::Glock17 => Box::new(Glock17GunItem),
Firearm::Ak105 => Box::new(Ak105GunItem { state: Mutex::new(None) }),
}
}
}

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@ -76,9 +76,8 @@ pub fn capture_hand_usage(
if Equipment::Firearm(primary_firearm.clone(), primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())
!= player.0.equipment
{
println!("CaptureHandUsage {:?}", primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state());
equipment_change_event_writer
.send(EquipmentChangeEvent(Equipment::Firearm(primary_firearm, primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())));
.send(EquipmentChangeEvent(Equipment::Firearm(primary_firearm, primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state()), Some(primary_item.id())));
player_inventory.current_slot = Some(PlayerInventorySlotType::Primary);
}
}
@ -90,14 +89,14 @@ pub fn capture_hand_usage(
!= player.0.equipment
{
equipment_change_event_writer
.send(EquipmentChangeEvent(Equipment::Firearm(secondary_firearm, secondary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())));
.send(EquipmentChangeEvent(Equipment::Firearm(secondary_firearm, secondary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state()), Some(secondary_item.id())));
player_inventory.current_slot = Some(PlayerInventorySlotType::Secondary);
}
}
}
} else if resources.keyboard_input.just_pressed(KeyCode::Key3) {
if Equipment::Nothing != player.0.equipment {
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing, None));
player_inventory.current_slot = None;
}
} else if resources.keyboard_input.just_pressed(KeyCode::G) {
@ -107,7 +106,7 @@ pub fn capture_hand_usage(
for (firearm_entity, _, firearm_state, _) in firearms_query.iter() {
if find_child_in_parent_children(&mut commands, in_player_hands_entity, firearm_entity, &children) {
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &resources.assets_gltf, &resources.loaded_gltf_assets, current_slot, Some(ItemState::Weapon(firearm_state.clone())));
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing, None));
player_inventory.current_slot = None;
}
}
@ -352,7 +351,6 @@ pub fn interact_action(
item_state = Some(ItemState::Weapon(firearm_state.clone()));
}
}
println!("Setting item state: {:?}", item_state);
item.set_state(item_state);
pickup_item_event_writer.send(PickupItemEvent {

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@ -24,7 +24,6 @@ pub fn update_player_inventory_system(
//player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &assets_gltf, &loaded_gltf_assets, event.item.get_item_slot(), event.item.get_state().clone());
player_inventory.pickup_item(event.item.clone(), event.item.get_item_slot());
inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() });
println!("Inventory Changed Event sent");
}
}
}

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@ -6,7 +6,7 @@ use crate::{
comps::core::{markers::{
holdable::InPlayerHands,
player::Player, proxy::character::in_player_hands_parent::InPlayerHandsParent,
}, weapons::{firearm::Firearm, firearm_data::FirearmData, firearm_state::FirearmState}, events::pickup_item::ItemState},
}, weapons::{firearm::Firearm, firearm_data::FirearmData, firearm_state::FirearmState}, events::pickup_item::ItemState, items::item::ItemId},
logic::core::guns::player_firing::PlayerFiringInfo,
utils,
};
@ -14,7 +14,7 @@ use crate::{
use super::assets::{GltfAssetType, GltfAssets};
#[derive(Event)]
pub struct EquipmentChangeEvent(pub Equipment);
pub struct EquipmentChangeEvent(pub Equipment, pub Option<ItemId>);
/// Foundation for inventory System.
#[derive(Component, Clone, Default, Reflect, PartialEq, PartialOrd)]
pub enum Equipment {
@ -42,10 +42,8 @@ pub fn change_equipment(
let player_hands = player_hands_query.single_mut();
commands.entity(player_hands).despawn_descendants(); // TODO: Don't do this without keeping the state from the last mag
println!("");
if let Equipment::Firearm(new_firearm, firearm_state) = equipment_change_event.0.clone() {
println!("Equipping: {:?}", firearm_state);
spawn_firearm_on_player_hands(
&mut commands,
player_firing_info,
@ -54,6 +52,7 @@ pub fn change_equipment(
&loaded_gltf_assets,
new_firearm,
firearm_state,
equipment_change_event.1.clone().expect("Spawning firearm on player hands without an ItemId")
);
}
@ -71,6 +70,7 @@ fn spawn_firearm_on_player_hands(
loaded_gltf_assets: &Assets<Gltf>,
firearm: Firearm,
firearm_state: FirearmState,
item_id: ItemId,
) {
if let Some(asset_handle) = assets_gltf
.assets
@ -103,6 +103,7 @@ fn spawn_firearm_on_player_hands(
.spawn((
firearm.holdable_object_data(),
InPlayerHands,
item_id,
Name::new("Firearm"),
TransformBundle {
local: Transform::from_xyz(0.0, 0.0, 0.0),