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player.rs 1.57 KiB
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use std::time::Duration;

use bevy::math::ivec2;
use bevy::prelude::*;

use crate::control::ai::{Automated, ShouldAct};
use crate::entities::lifecycle::Player;
use crate::entities::timing::ActionCooldown;
use crate::world::level_map::GridPosition;

pub fn handle_player_input(
	mut commands: Commands,
	input: Res<Input<KeyCode>>,
	mut player_query: Query<
		(Entity, &mut GridPosition),
		(With<Player>, With<ShouldAct>, Without<ActionCooldown>),
	>,
	npc_query: Query<Entity, (With<Automated>, Without<ShouldAct>)>,
) {
	let mut dx = 0;
	let mut dy = 0;

	if input.pressed(KeyCode::D) || input.pressed(KeyCode::Right) {
	if input.pressed(KeyCode::W) || input.pressed(KeyCode::Up) {
	if input.pressed(KeyCode::A) || input.pressed(KeyCode::Left) {
	if input.pressed(KeyCode::S) || input.pressed(KeyCode::Down) {
	if dx != 0 || dy != 0 {
		for (entity, mut position) in &mut player_query {
			if dx != 0 || dy != 0 {
				let next_position = (position.0.as_ivec2()) + ivec2(dx, dy);
				**position = next_position.as_uvec2();
				commands
					.entity(entity)
					.insert(ActionCooldown::from(Duration::from_millis(250)))
					.remove::<ShouldAct>();
			}
		}

		for entity in &npc_query {
			commands.entity(entity).insert(ShouldAct);
		}
	}
}

pub fn reset_player_action(
	mut commands: Commands,
	player_query: Query<Entity, (With<Player>, Without<ShouldAct>)>,
	npc_query: Query<(), (With<Automated>, With<ShouldAct>)>,
) {
	if npc_query.iter().len() == 0 {
		for entity in &player_query {
			commands.entity(entity).insert(ShouldAct);