Add spawn points (#71)
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Reviewed-on: #71
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #71.
This commit is contained in:
2026-09-27 10:06:55 +00:00
committed by EIREXE
parent ce00af0809
commit bb238d2cbc
4 changed files with 148 additions and 22 deletions
+75 -1
View File
@@ -1,4 +1,4 @@
use std::collections::HashMap;
use std::collections::{HashMap, HashSet};
use bevy_asset_loader::asset_collection::AssetCollection;
use ron_asset_manager::prelude::RonAsset;
@@ -88,6 +88,10 @@ pub struct StageManifest {
pub blast_zone_top_left: FGVec2,
#[reflect(ignore)]
pub blast_zone_bottom_right: FGVec2,
#[reflect(ignore)]
pub spawn_points: Vec<FGVec2>,
pub neutral_spawn_point_sets: Vec<Vec<usize>>
}
#[derive(Resource)]
@@ -163,6 +167,13 @@ pub fn prepare_stage_manifests(
);
return;
}
if let Err(error) = manifest.validate_spawn_points() {
fail(
&mut next_state,
&format!("{:?} has invalid spawn points: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() {
fail(
&mut next_state,
@@ -187,6 +198,69 @@ pub fn prepare_stage_manifests(
}
impl StageManifest {
pub fn neutral_spawn_positions(&self, player_count: usize) -> Result<Vec<FGVec2>, String> {
if player_count == 0 {
return Err("a match must contain at least one player".to_owned());
}
let layout = self
.neutral_spawn_point_sets
.get(player_count - 1)
.ok_or_else(|| format!("no spawn layout for {player_count} players"))?;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
layout
.iter()
.map(|&index| {
self.spawn_points.get(index).copied().ok_or_else(|| {
format!("the {player_count}-player layout references spawn point {index}")
})
})
.collect()
}
fn validate_spawn_points(&self) -> Result<(), String> {
if self.spawn_points.is_empty() {
return Err("no spawn points are configured".to_owned());
}
if self.neutral_spawn_point_sets.is_empty() {
return Err("no neutral spawn layouts are configured".to_owned());
}
for (layout_index, layout) in self.neutral_spawn_point_sets.iter().enumerate() {
let player_count = layout_index + 1;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
let mut unique_indices = HashSet::with_capacity(layout.len());
for &spawn_point_index in layout {
if spawn_point_index >= self.spawn_points.len() {
return Err(format!(
"the {player_count}-player layout references spawn point {spawn_point_index}"
));
}
if !unique_indices.insert(spawn_point_index) {
return Err(format!(
"the {player_count}-player layout uses spawn point {spawn_point_index} more than once"
));
}
}
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self
.polygons