chore: sync codebase remediation, gameplay systems, and docs
Security & infrastructure: - Remove unused services/ (auth, spacetimedb) and auth.db - Add .env.example template, expand .gitignore for env/db files - Add GitHub Actions CI + commitlint config and workflows - Add manual vendor chunking and source maps to docs/site vite configs Shared UI & docs app: - Add ARIA props and focus-visible rings to Button/Panel - Add ButtonAsLink primitive; use shared Button in NotFound - Wire @void-nav/ui into docs app; refresh content pages - Replace Todo page with Kanban board Gameplay (Bevy): - Add ai module (behavior, faction, navigation, perception, spawning, states) - Add narrative module (events, history, synthesis, ui) - Refine galaxy contents and in-system flight/scene systems
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@@ -13,7 +13,8 @@ use crate::gameplay::movement::components::{Velocity, MoveTarget};
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use crate::gameplay::galaxy::Identifiable;
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use super::{DockedState, UndockEvent};
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use super::scene::{Docked, PlayerShip};
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use super::flight_ui::setup_flight_ui;
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// UI removed - no longer needed
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// use super::flight_ui::setup_flight_ui;
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/// Flight state component attached to the player ship when actively flying.
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#[derive(Component, Debug, Clone, Default)]
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@@ -53,7 +54,7 @@ fn handle_undock(
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mut docked_state: ResMut<DockedState>,
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mut camera_state: ResMut<CameraState>,
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player_query: Query<(Entity, &Transform), (With<PlayerShip>, With<Docked>)>,
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docked_ui_query: Query<Entity, With<super::ui::DockedUi>>,
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// docked_ui_query removed - UI no longer needed
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) {
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for event in events.read() {
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bevy::log::info!("Handling undock from station {:?}", event.station_entity);
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@@ -86,19 +87,19 @@ fn handle_undock(
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// Update docked state resource
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docked_state.undock();
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// Transition camera to follow mode
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// Transition camera to tactical follow mode (isometric view)
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camera_state.mode = CameraMode::Follow;
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camera_state.target_entity = Some(player_entity);
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camera_state.follow_distance = 15.0;
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camera_state.follow_height = 5.0;
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camera_state.follow_distance = 45.0; // Higher for tactical view
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camera_state.follow_height = 35.0; // Isometric angle
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// Spawn flight HUD
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setup_flight_ui(commands.reborrow());
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// UI removed - gameplay only
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// setup_flight_ui(commands.reborrow());
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// Despawn docked UI
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for entity in docked_ui_query.iter() {
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commands.entity(entity).despawn();
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}
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// Despawn docked UI (commented out - UI being removed)
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// for entity in docked_ui_query.iter() {
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// commands.entity(entity).despawn();
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// }
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bevy::log::info!("Transitioned to flight mode");
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}
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@@ -111,7 +112,7 @@ fn handle_docking(
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mut docked_state: ResMut<DockedState>,
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mut camera_state: ResMut<CameraState>,
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identifiable_query: Query<&Identifiable>,
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flight_ui_query: Query<Entity, With<super::flight_ui::FlightUi>>,
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// flight_ui_query removed - UI no longer needed
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) {
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for event in events.read() {
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bevy::log::info!("Handling docking at target {:?}", event.station);
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@@ -137,13 +138,13 @@ fn handle_docking(
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camera_state.mode = CameraMode::Cinematic;
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camera_state.target_entity = Some(event.station);
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// UI removed - no longer needed
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// Despawn flight HUD
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for entity in flight_ui_query.iter() {
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commands.entity(entity).despawn();
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}
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// for entity in flight_ui_query.iter() {
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// commands.entity(entity).despawn();
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// }
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// Respawn docked UI
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super::ui::setup_docked_ui(commands.reborrow());
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// super::ui::setup_docked_ui(commands.reborrow());
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bevy::log::info!("Docked at {}", identifiable.display_name);
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}
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