~starkingdoms/starkingdoms

ref: 0fac9a1bdd12d37ebc02d2fa59a80dc41f5aa2f4 starkingdoms/crates/server/src/module/thruster.rs -rw-r--r-- 7.1 KiB
0fac9a1bcore restructuring 11 months ago
                                                                                
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use std::f32::consts::PI;

use crate::{
    part,
    player::component::{Input, Player},
    Attach, PartType,
};
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;

pub fn search_thrusters(
    input: Input,
    attach: Attach,
    p_transform: Transform,
    energy: &mut u32,
    attached_query: &mut Query<
        (&Attach, &PartType, &mut ExternalForce, &Transform),
        Without<Player>,
    >,
) {
    let p_angle = p_transform.rotation.to_euler(EulerRot::ZYX).0;
    for child in attach.children.iter().flatten() {
        let (attach, part_type, mut force, transform) = attached_query.get_mut(*child).unwrap();
        let angle = transform.rotation.to_euler(EulerRot::ZYX).0;
        let relative_angle = (p_angle - angle).abs();
        let relative_pos = transform.translation - p_transform.translation;
        let relative_pos = Vec2::new(
            relative_pos
                .x
                .mul_add((-p_angle).cos(), -relative_pos.y * (-p_angle).sin()),
            relative_pos
                .x
                .mul_add((-p_angle).sin(), relative_pos.y * (-p_angle).cos()),
        );

        let mut force_mult = 0.;
        let mut energy_lose_by = 0;
        if *part_type == PartType::LandingThruster {
            force_mult = part!(PartType::LandingThruster).thruster_force;
            energy_lose_by = part!(PartType::LandingThruster).thruster_energy;
        }
        if input.up && 3. * PI / 4. < relative_angle && relative_angle < 5. * PI / 4. {
            let thruster_force = ExternalForce::at_point(
                Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                transform.translation.xy(),
                transform.translation.xy(),
            );
            force.force += thruster_force.force;
            force.torque += thruster_force.torque;
            *energy -= energy_lose_by;
        }
        if input.down
            && ((0. < relative_angle && relative_angle < PI / 4.)
                || (7. * PI / 4. < relative_angle && relative_angle < 2. * PI))
        {
            let thruster_force = ExternalForce::at_point(
                Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                transform.translation.xy(),
                transform.translation.xy(),
            );
            force.force += thruster_force.force;
            force.torque += thruster_force.torque;
            *energy -= energy_lose_by;
        }
        if input.left {
            if 3. * PI / 4. < relative_angle
                && relative_angle < 5. * PI / 4.
                && relative_pos.x > 0.48
            {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
            if ((0. < relative_angle && relative_angle < PI / 4.)
                || (7. * PI / 4. < relative_angle && relative_angle < 2. * PI))
                && relative_pos.x < -0.48
            {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
            if PI / 4. < relative_angle && relative_angle < 3. * PI / 4. && relative_pos.y < -0.48 {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
            if 5. * PI / 4. < relative_angle
                && relative_angle < 7. * PI / 4.
                && relative_pos.y > 0.48
            {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
        }
        if input.right {
            if ((0. < relative_angle && relative_angle < PI / 4.)
                || (7. * PI / 4. < relative_angle && relative_angle < 2. * PI))
                && relative_pos.x > 0.48
            {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
            if 3. * PI / 4. < relative_angle
                && relative_angle < 5. * PI / 4.
                && relative_pos.x < -0.48
            {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
            if PI / 4. < relative_angle && relative_angle < 3. * PI / 4. && relative_pos.y > 0.48 {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
            if 5. * PI / 4. < relative_angle
                && relative_angle < 7. * PI / 4.
                && relative_pos.y < -0.48
            {
                let thruster_force = ExternalForce::at_point(
                    Vec2::new(-force_mult * angle.sin(), force_mult * angle.cos()),
                    transform.translation.xy(),
                    transform.translation.xy(),
                );
                force.force += thruster_force.force;
                force.torque += thruster_force.torque;
                *energy -= energy_lose_by;
            }
        }

        if *part_type != PartType::LandingThruster && *energy >= energy_lose_by {
            search_thrusters(input, attach.clone(), p_transform, energy, attached_query);
        }
    }
}