ball insert into track queue
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138c62ac34
commit
c4d547520e
3 changed files with 116 additions and 65 deletions
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@ -71,6 +71,7 @@ pub struct WaveState {
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pub spawning_allowed: bool,
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pub ball_reached_end: bool,
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pub is_warming_up: bool,
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pub is_queue_locked: bool, //отдельно для большей явности
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}
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impl Default for WaveState {
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@ -79,6 +80,7 @@ impl Default for WaveState {
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spawning_allowed: false,
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ball_reached_end: false,
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is_warming_up: false,
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is_queue_locked: false,
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}
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}
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}
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@ -96,4 +98,6 @@ pub struct BallProjectile {
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pub velocity: Vec2,
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pub previous_position: Vec2,
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pub ball_type: BallType,
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pub is_fresh: bool,
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pub travel_distance: f32,
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}
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@ -11,7 +11,7 @@ pub fn spawn_new_ball(
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balls: Query<&Ball>,
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wave: Res<WaveState>,
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) {
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if !wave.spawning_allowed {
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if !wave.spawning_allowed || wave.is_queue_locked {
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timer.reset();
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return;
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}
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@ -209,3 +209,4 @@ pub fn check_wave_completion(
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}
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}
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}
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@ -1,18 +1,17 @@
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use crate::states::level::components::{
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Ball, BallProjectile, BallType, Cannon, LevelMarker, TrackPath, WaveState,
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};
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use crate::states::level::system::SLOT_SIZE;
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use bevy::prelude::*;
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use bevy::window::PrimaryWindow;
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use crate::states::level::components::{Ball, BallProjectile, BallType, Cannon, LevelMarker, TrackPath};
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use crate::states::level::system::SLOT_SIZE;
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pub fn setup_cannon(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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pub fn setup_cannon(mut commands: Commands, asset_server: Res<AssetServer>) {
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let texture: Handle<Image> = asset_server.load("cannon/cannon.png");
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commands.spawn((
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LevelMarker,
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Cannon,
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Transform::from_xyz(579.0-(1280.0/2.0), (768.0/2.0)-150.0, 1.0),
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Transform::from_xyz(579.0 - (1280.0 / 2.0), (768.0 / 2.0) - 150.0, 1.0),
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Sprite::from_image(texture),
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Visibility::Visible,
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));
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@ -23,13 +22,23 @@ pub fn rotate_cannon(
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window_query: Query<&Window, With<PrimaryWindow>>,
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camera_query: Query<(&Camera, &GlobalTransform)>,
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) {
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let Ok(mut cannon_tf) = query.single_mut() else { return };
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let Ok(window) = window_query.single() else { return };
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let Some(cursor_pos) = window.cursor_position() else { return };
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let Ok((camera, camera_tf)) = camera_query.single() else { return };
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let Ok(mut cannon_tf) = query.single_mut() else {
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return;
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};
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let Ok(window) = window_query.single() else {
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return;
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};
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let Some(cursor_pos) = window.cursor_position() else {
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return;
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};
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let Ok((camera, camera_tf)) = camera_query.single() else {
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return;
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};
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// Конвертируем экранные координаты курсора в мировые
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let Ok(world_cursor_pos) = camera.viewport_to_world_2d(camera_tf, cursor_pos) else { return };
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let Ok(world_cursor_pos) = camera.viewport_to_world_2d(camera_tf, cursor_pos) else {
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return;
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};
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// Вектор направления от пушки к курсору
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let cannon_pos = Vec2::new(cannon_tf.translation.x, cannon_tf.translation.y);
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@ -46,14 +55,18 @@ pub fn spawn_projectile_from_cannon(
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mouse_input: Res<ButtonInput<MouseButton>>,
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asset_server: Res<AssetServer>,
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) {
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if !mouse_input.just_pressed(MouseButton::Left) { return; }
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if !mouse_input.just_pressed(MouseButton::Left) {
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return;
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}
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let Ok(cannon_tf) = cannon_query.single() else { return; };
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let Ok(cannon_tf) = cannon_query.single() else {
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return;
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};
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let ball_type = BallType::First; // TODO: рандом/цикл
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let image = asset_server.load(ball_type.asset_path());
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let offset = 100.0;
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let offset = 100.0; // сдвиг от центра к дулу пушки
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let direction = cannon_tf.rotation.mul_vec3(Vec3::Y).truncate().normalize();
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let spawn_pos_2d = cannon_tf.translation.truncate() + direction * offset;
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let spawn_pos = spawn_pos_2d.extend(10.0); // z=10, чтобы было поверх трека
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@ -71,6 +84,8 @@ pub fn spawn_projectile_from_cannon(
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velocity: direction * 800.0,
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previous_position: spawn_pos_2d,
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ball_type,
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is_fresh: true,
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travel_distance: 0.0,
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},
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));
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}
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@ -82,7 +97,11 @@ pub fn move_projectiles(
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) {
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for (entity, mut proj, mut transform) in projectiles.iter_mut() {
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// Обновляем позицию
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let new_pos = proj.previous_position + proj.velocity * time.delta_secs();
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let delta = proj.velocity * time.delta_secs();
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let new_pos = proj.previous_position + delta;
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proj.travel_distance += delta.length();
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transform.translation = new_pos.extend(transform.translation.z);
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proj.previous_position = new_pos;
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@ -93,64 +112,91 @@ pub fn move_projectiles(
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}
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}
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const HIT_THRESHOLD: f32 = SLOT_SIZE;
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pub fn detect_projectile_hit(
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mut commands: Commands,
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track: Res<TrackPath>,
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mut wave: ResMut<WaveState>,
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mut projectiles: Query<(Entity, &mut BallProjectile)>,
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mut balls: Query<&mut Ball>, // <-- нужен мутабельный доступ для сдвига
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mut balls: Query<(Entity, &mut Ball)>,
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) {
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for (proj_entity, proj) in projectiles.iter_mut() {
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let mut nearest_idx = 0;
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let mut min_dist = f32::MAX;
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// пока идёт структурное изменение, спавн и другие мутации ждут
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if wave.is_queue_locked {
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return;
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}
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for (proj_entity, mut proj) in projectiles.iter_mut() {
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if proj.is_fresh {
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proj.is_fresh = false;
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continue;
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}
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let mut min_dist_any = f32::MAX;
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let mut nearest_idx_any = 0;
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for (idx, &slot_pos) in track.points.iter().enumerate() {
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let dist = proj.previous_position.distance(slot_pos);
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if dist < min_dist {
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min_dist = dist;
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nearest_idx = idx;
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if dist < min_dist_any {
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min_dist_any = dist;
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nearest_idx_any = idx;
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}
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}
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// если снаряд далеко от трека - промах
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if min_dist_any > HIT_THRESHOLD {
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// commands.entity(proj_entity).despawn();
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continue;
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}
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let insert_idx;
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let target_progress;
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if let Some((_, target_ball)) = balls.iter().find(|(_, b)| b.slot_index == nearest_idx_any) {
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// Копируем значения в локальные переменные
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target_progress = target_ball.slot_progress;
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// Определяем индекс вставки
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insert_idx = if target_progress <= 0.5 {
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nearest_idx_any
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} else {
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nearest_idx_any + 1
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};
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} else {
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// Слот пуст — снаряд пролетает мимо
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commands.entity(proj_entity).despawn();
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continue;
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}
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wave.is_queue_locked = true;
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// сдвигаем очередь
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let max_idx = track.points.len() - 1;
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let mut to_despawn = Vec::new();
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for (entity, mut ball) in balls.iter_mut() {
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if ball.slot_index >= insert_idx {
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if ball.slot_index < max_idx {
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ball.slot_index += 1;
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} else {
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to_despawn.push(entity);
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};
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}
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}
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const HIT_THRESHOLD: f32 = SLOT_SIZE;
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if min_dist < HIT_THRESHOLD {
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let occupied_slots: Vec<usize> = balls.iter()
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.map(|ball| ball.slot_index)
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.collect();
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if occupied_slots.contains(&nearest_idx) {
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let left_progress = if nearest_idx > 0 {
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balls.iter()
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.find(|b| b.slot_index == nearest_idx - 1)
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.map(|b| b.slot_progress)
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.unwrap_or(0.0)
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} else {
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0.0
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};
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// 2. Сдвигаем правую часть очереди вправо
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for mut ball in balls.iter_mut() {
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if ball.slot_index >= nearest_idx {
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ball.slot_index += 1;
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ball.slot_progress = 0.0;
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}
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}
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commands.entity(proj_entity)
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.insert(Ball {
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ball_type: proj.ball_type,
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slot_index: nearest_idx,
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slot_progress: left_progress,
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})
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.remove::<BallProjectile>();
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println!("Hit! Inserted at slot {}", nearest_idx);
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} else {
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commands.entity(proj_entity).despawn();
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println!("Miss: slot {} is empty", nearest_idx);
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}
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for entity in to_despawn {
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commands.entity(entity).despawn();
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}
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commands.entity(proj_entity).insert({
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Ball {
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ball_type: proj.ball_type,
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slot_index: insert_idx,
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slot_progress: target_progress,
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}
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}).remove::<BallProjectile>();
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}
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}
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// Разблокировка (структурные изменения завершены)
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wave.is_queue_locked = false;
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}
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