Files
among-me/src/monster.rs
AmadeusWM 3a3182d52d aaaa jujp
2025-04-06 23:56:06 +02:00

372 lines
13 KiB
Rust

use std::time::Duration;
use bevy::{
prelude::*,
time::Stopwatch,
};
use bevy_kira_audio::{prelude::Volume, Audio, AudioControl, AudioTween};
use bevy_rapier3d::prelude::*;
use rand::prelude::*;
use crate::{
asset_loading::AudioAssets,
player::Player,
GameState
};
// Monster states and behavior configuration
#[derive(Debug, Component)]
pub struct Monster {
pub speed: f32,
pub detection_range: f32,
pub state_timer: Timer,
pub footstep_timer: Timer,
pub state: MonsterState,
}
#[derive(Debug, Clone, PartialEq)]
pub enum MonsterState {
Lurking,
Hunting,
Wandering,
Dormant,
}
impl Default for Monster {
fn default() -> Self {
Self {
speed: 2.0,
detection_range: 15.0,
state_timer: Timer::from_seconds(1.0, TimerMode::Once),
footstep_timer: Timer::from_seconds(3.0, TimerMode::Repeating),
state: MonsterState::Dormant,
}
}
}
#[derive(Debug, Component, Default)]
pub struct MonsterPathfinding {
pub current_target: Option<Vec3>,
pub wander_target_timer: Timer,
}
#[derive(Debug, Component, Default)]
pub struct DangerIndicator {
pub last_sound_timer: Stopwatch,
}
pub fn plugin(app: &mut App) {
app
.add_systems(OnEnter(GameState::Playing), spawn_monster)
.add_systems(
Update,
(
update_monster_state,
move_monster,
play_monster_sounds,
).run_if(in_state(GameState::Playing)),
);
}
fn spawn_monster(
mut commands: Commands,
// mut meshes: ResMut<Assets<Mesh>>,
// mut materials: ResMut<Assets<StandardMaterial>>,
) {
let spawn_position = Vec3::new(20.0, 0.5, 20.0);
commands.spawn((
Monster::default(),
MonsterPathfinding {
current_target: None,
wander_target_timer: Timer::from_seconds(5.0, TimerMode::Repeating),
},
DangerIndicator::default(),
RigidBody::Dynamic,
Collider::capsule(Vec3::new(0.0, -0.5, 0.0), Vec3::new(0.0, 1.0, 0.0), 0.6),
Velocity::zero(),
LockedAxes::ROTATION_LOCKED,
Damping {
linear_damping: 1.0,
angular_damping: 1.0,
},
Transform::from_translation(spawn_position),
));
}
fn update_monster_state(
time: Res<Time>,
mut monster_query: Query<(&mut Monster, &Transform, &mut MonsterPathfinding, &mut DangerIndicator), Without<Player>>,
player_query: Query<&Transform, With<Player>>,
) {
let mut rand = rand::rng();
if let Ok((mut monster, monster_transform, mut pathfinding, mut danger)) = monster_query.get_single_mut() {
let player_pos = if let Ok(player_transform) = player_query.get_single() {
Some(player_transform.translation)
} else {
None
};
monster.state_timer.tick(time.delta());
// when timer expires, potentially change state
if monster.state_timer.just_finished() {
let next_state = match monster.state {
MonsterState::Dormant => {
// 70% chance to start lurking
if rand.random_bool(0.85) {
MonsterState::Lurking
} else {
MonsterState::Dormant
}
},
MonsterState::Lurking => {
// 30% chance to start hunting, 20% to go dormant, 50% to start wandering
let roll = rand.random_range(0.0..1.0);
if roll < 0.3 {
danger.last_sound_timer.reset();
MonsterState::Hunting
} else if roll < 0.5 {
MonsterState::Dormant
} else {
MonsterState::Wandering
}
},
MonsterState::Wandering => {
// 20% chance to start hunting, 30% to go lurking, 50% to keep wandering
let roll = rand.random_range(0.0..1.0);
if roll < 0.2 {
danger.last_sound_timer.reset();
MonsterState::Hunting
} else if roll < 0.5 {
MonsterState::Lurking
} else {
MonsterState::Wandering
}
},
MonsterState::Hunting => {
// after hunting, always go dormant for a while
MonsterState::Dormant
}
};
// set state
monster.state = next_state.clone();
monster.state_timer = match next_state {
MonsterState::Dormant => Timer::from_seconds(15.0, TimerMode::Once),
MonsterState::Lurking => Timer::from_seconds(20.0, TimerMode::Once),
MonsterState::Wandering => Timer::from_seconds(30.0, TimerMode::Once),
MonsterState::Hunting => Timer::from_seconds(20.0, TimerMode::Once),
};
// reset pathfinding when state changes
pathfinding.current_target = None;
println!("new state={:?}", monster.state);
}
// override state in some cases
if let Some(player_pos) = player_pos {
let distance = monster_transform.translation.distance(player_pos);
// if player is very close and monster isn't hunting, switch to hunting
if distance < monster.detection_range * 0.5 && monster.state != MonsterState::Hunting {
if rand.random_bool(0.75) { // 75% chance to notice player
monster.state = MonsterState::Hunting;
monster.state_timer = Timer::from_seconds(20.0, TimerMode::Once);
danger.last_sound_timer.reset();
pathfinding.current_target = None;
}
}
}
}
}
fn move_monster(
time: Res<Time>,
mut monster_query: Query<(&Monster, &mut Transform, &mut Velocity, &mut MonsterPathfinding), Without<Player>>,
player_query: Query<&Transform, With<Player>>,
) {
let mut rand = rand::rng();
if let Ok((monster, mut transform, mut velocity, mut pathfinding)) = monster_query.get_single_mut() {
pathfinding.wander_target_timer.tick(time.delta());
// move based on state
match monster.state {
MonsterState::Dormant => {
velocity.linvel = Vec3::ZERO;
},
MonsterState::Lurking => {
// get a random wander target if we don't have one or timer expired
if pathfinding.current_target.is_none() || pathfinding.wander_target_timer.just_finished() {
let range = 30.0;
let random_offset = Vec3::new(
rand.random_range(-range..range),
0.0,
rand.random_range(-range..range)
);
let base_pos = if let Ok(player_transform) = player_query.get_single() {
player_transform.translation
} else {
transform.translation
};
pathfinding.current_target = Some(base_pos + random_offset);
pathfinding.wander_target_timer = Timer::from_seconds(10.0, TimerMode::Once);
}
// move toward target at slow pace
if let Some(target) = pathfinding.current_target {
move_towards_target(&mut transform, &mut velocity, target, monster.speed * 0.65);
}
},
MonsterState::Wandering => {
if pathfinding.current_target.is_none() || pathfinding.wander_target_timer.just_finished() {
if let Ok(player_transform) = player_query.get_single() {
// choose a random position somewhat close to player
let range = 15.0;
let random_offset = Vec3::new(
rand.random_range(-range..range),
0.0,
rand.random_range(-range..range)
);
pathfinding.current_target = Some(player_transform.translation + random_offset);
pathfinding.wander_target_timer = Timer::from_seconds(7.0, TimerMode::Once);
}
}
// move toward target at medium pace
if let Some(target) = pathfinding.current_target {
move_towards_target(&mut transform, &mut velocity, target, monster.speed * 0.85);
}
},
MonsterState::Hunting => {
// chase the motherfucker
if let Ok(player_transform) = player_query.get_single() {
move_towards_target(
&mut transform,
&mut velocity,
player_transform.translation,
monster.speed * 1.1
);
}
}
}
}
}
fn move_towards_target(
transform: &mut Transform,
velocity: &mut Velocity,
target: Vec3,
speed: f32
) {
let direction = (target - transform.translation).normalize_or_zero();
let direction = Vec3::new(direction.x, 0.0, direction.z).normalize_or_zero();
velocity.linvel = direction * speed;
if direction.length_squared() > 0.01 {
let look_direction = Vec3::new(direction.x, 0.0, direction.z).normalize_or_zero();
if look_direction != Vec3::ZERO {
let target_rotation = Quat::from_rotation_arc(Vec3::Z, look_direction);
transform.rotation = transform.rotation.slerp(target_rotation, 0.1);
}
}
}
fn play_monster_sounds(
time: Res<Time>,
audio: Res<Audio>,
audio_assets: Res<AudioAssets>,
mut monster_query: Query<(&mut Monster, &Transform), Without<Player>>,
player_query: Query<&Transform, With<Player>>,
) {
let mut rand = rand::rng();
if let (Ok((mut monster, monster_transform)), Ok(player_transform)) =
(monster_query.get_single_mut(), player_query.get_single()) {
monster.footstep_timer.tick(time.delta());
let distance = monster_transform.translation.distance(player_transform.translation);
// play footstep sound if the timer finished
if monster.footstep_timer.just_finished() {
match monster.state {
MonsterState::Hunting => {
monster.footstep_timer = Timer::from_seconds(10.0, TimerMode::Once);
monster.speed = 1.1
},
MonsterState::Lurking | MonsterState::Wandering => {
monster.footstep_timer = Timer::from_seconds(
10.0,
TimerMode::Once
);
monster.speed = 1.0
},
MonsterState::Dormant => {
monster.footstep_timer = Timer::from_seconds(
10.0,
TimerMode::Once
);
monster.speed = 0.0
}
}
play_footstep_segment(
&audio,
&audio_assets,
distance,
&monster.state,
monster.footstep_timer.duration().as_secs_f32(),
monster.speed
);
if monster.state == MonsterState::Hunting && rand.random_bool(0.3) {
audio.play(audio_assets.monster_growl.clone())
.with_volume(0.8 as f64)
.fade_in(AudioTween::linear(Duration::from_millis(100)))
.handle();
}
}
}
}
fn play_footstep_segment(
audio: &Res<Audio>,
audio_assets: &Res<AudioAssets>,
distance: f32,
state: &MonsterState,
dur: f32,
speed: f32
) {
let base_volume: f32 = match state {
MonsterState::Dormant => 0.6,
MonsterState::Lurking => 0.65,
MonsterState::Wandering => 0.8,
MonsterState::Hunting => 1.0,
};
// adjust volume based on distance (closer = louder)
let distance_factor: f32 = (1.0 - (distance / 30.0).powf(2.0)).clamp(0.0, 1.0);
let volume = base_volume * distance_factor;
// play only a short segment of the footstep sound
// by only playing the last part
let mut start_time = 30.0 - dur;
// let mut rand = rand::rng();
// start_time += rand.random_range(0.0..5.0);
audio.stop();
audio.play(audio_assets.monster_footsteps.clone())
.with_volume(volume as f64)
.start_from((start_time as f64).min(27.0))
.fade_in(AudioTween::linear(Duration::from_millis(100)))
.with_playback_rate(speed as f64)
.handle();
println!("Monster footstep: State={:?}, Distance={:.2}, Volume={:.2}, Dur={:1}, Start={:1}",
state, distance, volume, dur, (start_time as f64).min(27.0));
}