feat(game): Stellaris-style single-ship control with real flight physics
Some checks failed
CI / TypeScript Check (docs) (push) Has been cancelled
CI / TypeScript Check (site) (push) Has been cancelled
CI / Rust Check (push) Has been cancelled
CI / Security Audit (push) Has been cancelled

The player ship was never wired to its own movement systems — it lacked
MaxSpeed/TurnRate (so steer_to_target skipped it) and the Player marker
(so click-to-move skipped it). Only integrate_velocity matched, leaving
the ship drifting on a hardcoded undock vector and ignoring all input.
Left-click was also bound to camera drag, selection, and move at once,
and "Approach" started a cosmetic timer that moved nothing.

New control scheme (single ship, like Stellaris minus fleet selection):
- Right-click issues a move order (was left-click, which conflicted
  with selection + camera drag).
- Left-click cursor-selects the target under the cursor (was
  nearest-to-camera) and deselects on empty space.
- "Approach" now actually flies to the selected target, homing onto it
  via ApproachTarget even as it orbits.
- Smooth acceleration + stopping-distance arrival deceleration +
  turn-rate-limited banking replace instant velocity snapping.
- A pulsing destination waypoint ring gives on-world move-order feedback.
- Undock holds position (zero velocity + at-ship MoveTarget) instead of
  drifting off on a stale vector.
- Follow-cam now allows free-look rotate/zoom so the player can find
  and click targets while the camera tracks the ship.

Steering is shared: the player ship and AI ships use one physics model.
AI spawn bundle gets the new required components (Acceleration,
ArrivalRadius).

Also fixes a B0001 panic in the destination-marker system: the marker
query now carries Without<PlayerShip> so it is provably disjoint from
the player Transform read.

Includes the in-system action-panel rebuild-on-change optimization
(buttons and their Interaction state persist between frames so clicks
register), which the Approach/Dock flow depends on.

Flight tuning lives in in_system/scene.rs (PLAYER_MAX_SPEED,
PLAYER_ACCELERATION, PLAYER_TURN_RATE, PLAYER_ARRIVAL_RADIUS).
This commit is contained in:
2026-06-18 17:57:03 -04:00
parent 2330044ec3
commit 828ebf089a
12 changed files with 513 additions and 129 deletions

View File

@@ -4,7 +4,7 @@
use bevy::prelude::*;
use super::{DockedState, FlightState, SelectedTarget};
use super::{DockedState, SelectedTarget};
use super::scene::PlayerShip;
use super::target::TargetKind;
@@ -51,6 +51,7 @@ pub struct ContextualActionPlugin;
impl Plugin for ContextualActionPlugin {
fn build(&self, app: &mut App) {
app.add_event::<ActionTriggeredEvent>()
.init_resource::<ActionPanelCache>()
.add_systems(
Update,
(
@@ -73,6 +74,26 @@ impl Plugin for ContextualActionPlugin {
#[derive(Component)]
pub struct ActionUi;
/// Cached description of the action set currently shown on the panel.
///
/// [`update_contextual_actions`] only rebuilds the buttons when this changes,
/// so the button entities (and their [`Interaction`] state) persist between
/// frames and clicks actually register. Rebuilding every frame would despawn
/// the pressed button before [`handle_action_buttons`] can read it — which is
/// why the undock button previously did nothing.
#[derive(Resource, Default)]
struct ActionPanelCache {
signature: Option<ActionSignature>,
}
/// The inputs that determine which buttons to show.
#[derive(PartialEq)]
struct ActionSignature {
is_docked: bool,
/// `(kind, name)` of the selected target, if any.
target: Option<(TargetKind, String)>,
}
/// Marker for action button entities.
#[derive(Component)]
pub struct ActionButton {
@@ -80,7 +101,11 @@ pub struct ActionButton {
}
/// Setup action UI panel.
fn setup_action_ui(mut commands: Commands) {
fn setup_action_ui(mut commands: Commands, mut cache: ResMut<ActionPanelCache>) {
// Reset the cached signature so the buttons are rebuilt to match this
// fresh panel on the next update.
cache.signature = None;
commands
.spawn((
Node {
@@ -114,44 +139,62 @@ fn setup_action_ui(mut commands: Commands) {
});
}
/// Update contextual actions based on current state.
/// Update the contextual action buttons to match the player's current state.
///
/// The buttons are rebuilt **only when the action context changes** (docked ↔
/// flying, or the selected target changes). Rebuilding every frame would
/// recreate each button entity and reset its [`Interaction`] before
/// [`handle_action_buttons`] can observe a click — which is why the undock
/// button previously did nothing. By keeping the buttons stable between
/// changes, button presses register correctly.
fn update_contextual_actions(
docked_state: Res<DockedState>,
player_query: Query<(Entity, Option<&SelectedTarget>, Option<&FlightState>), With<PlayerShip>>,
player_query: Query<Option<&SelectedTarget>, With<PlayerShip>>,
action_ui_query: Query<(Entity, &Children), With<ActionUi>>,
mut commands: Commands,
mut cache: ResMut<ActionPanelCache>,
) {
let Ok((player_entity, selected_target, flight_state)) = player_query.single() else {
let Ok(selected_target) = player_query.single() else {
return;
};
// Determine available actions based on state
let actions = get_available_actions(&docked_state, selected_target, flight_state);
let signature = ActionSignature {
is_docked: docked_state.is_docked,
target: selected_target.map(|t| (t.kind, t.name.clone())),
};
// Nothing to do — the on-screen buttons already match the current context,
// so leave them (and their Interaction state) untouched.
if cache.signature.as_ref() == Some(&signature) {
return;
}
let actions = get_available_actions(&docked_state, selected_target);
// Update UI
let Ok((ui_entity, children)) = action_ui_query.single() else {
return;
};
// Clear existing action buttons (keep the title)
// Clear existing action buttons (keep the title).
for child in children.iter().skip(1) {
commands.entity(child).despawn();
}
// Spawn new action buttons
// Spawn the new action buttons.
let mut new_actions = actions;
commands.entity(ui_entity).with_children(|parent| {
for action in new_actions.drain(..) {
spawn_action_button(parent, action);
}
});
cache.signature = Some(signature);
}
/// Get available actions based on current state.
fn get_available_actions(
docked_state: &DockedState,
selected_target: Option<&SelectedTarget>,
flight_state: Option<&FlightState>,
) -> Vec<ContextualAction> {
let mut actions = Vec::new();