369 lines
13 KiB
Rust
369 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(15.0, 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 = 2.0
|
|
},
|
|
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) {
|
|
println!("Monster growl!");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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).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));
|
|
}
|