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Files
bevy-antsim/src/systems/random_walk.rs

66 lines
2.8 KiB
Rust

use crate::{
components::common::{Position, RandomizedVelocity},
ANT_SPEED, MAX_POSITION, MIN_POSITION, RANDOM_WALK_CONE,
};
use bevy::prelude::*;
/// Randomizes the ``RandomizedVelocity`` components of entities that have them.
#[allow(clippy::needless_pass_by_value)] // I can't specify &Res<Time>, so pass by value
pub fn randomized_velocity_system(mut query: Query<&mut RandomizedVelocity>) {
for mut velocity in &mut query {
let mut new_velocity: Vec2 = Vec2::from_angle(
// We first multiply with CONE to get the angle-delta to [0, CONE].
// Then, we subtract CONE/2 to bring the angle-delta to [-CONE/2, CONE/2].
// Lastly, we add the angle-delta to the current angle.
// This should vary the direction in a front-facing CONE-degree cone.
rand::random::<f32>().mul_add(
RANDOM_WALK_CONE,
velocity.0.to_angle() - RANDOM_WALK_CONE / 2.,
),
);
new_velocity = new_velocity.normalize() * ANT_SPEED;
velocity.0 = new_velocity;
}
}
/// Updates ``Position`` and ``Transform`` components of entities that also have
/// the ``RandomizedVelocity`` component, like an ``Ant``.
#[allow(clippy::module_name_repetitions)]
pub fn random_walk_system(
// We query for each entity that has a Position, Transform and Velocity component.
// The Transform component comes from the SpriteBundle.
mut query: Query<(&mut Position, &mut Transform, &RandomizedVelocity)>,
) {
for (mut position, mut transform, velocity) in &mut query {
let new_position: Vec2 = position.0 + velocity.0;
transform.translation = new_position.clamp(MIN_POSITION, MAX_POSITION).extend(0.);
position.0 = new_position.clamp(MIN_POSITION, MAX_POSITION);
}
}
/// Sets an ant's velocity perpendicular to a wall, if touched.
pub fn wall_avoidance_system(mut query: Query<(&Position, &mut RandomizedVelocity)>) {
let touches_left_wall = |position: Vec2| -> bool { position.x <= 0. };
let touches_right_wall = |position: Vec2| -> bool { position.x >= MAX_POSITION.x };
let touches_bottom_wall = |position: Vec2| -> bool { position.y <= 0. };
let touches_top_wall = |position: Vec2| -> bool { position.y >= MAX_POSITION.y };
for (position, mut velocity) in &mut query {
let mut new_velocity: Vec2 = velocity.0;
if touches_left_wall(position.0) {
new_velocity = Vec2::new(1., 0.);
} else if touches_right_wall(position.0) {
new_velocity = Vec2::new(-1., 0.);
} else if touches_bottom_wall(position.0) {
new_velocity = Vec2::new(0., 1.);
} else if touches_top_wall(position.0) {
new_velocity = Vec2::new(0., -1.);
}
velocity.0 = new_velocity;
}
}