Files
Space-Game/apps/game/src/gameplay/in_system/mod.rs
francy51 57633addfe 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
2026-06-16 11:49:13 -04:00

137 lines
4.9 KiB
Rust

//! In-system gameplay module.
//!
//! Handles the system-scale view where the player is docked at a station
//! within their selected starting system. This is the entry point to actual
//! gameplay after onboarding.
mod actions;
mod docked;
mod flight;
mod flight_ui;
mod operations;
mod scene;
mod target;
mod ui;
use bevy::prelude::*;
use crate::state::AppState;
pub use docked::{DockedState, UndockEvent};
pub use flight::{FlightState, FlightControlsPlugin};
pub use scene::ActiveSystem;
pub use target::{Targetable, TargetKind, SelectedTarget, TargetSelectionPlugin};
pub use actions::{ContextualActionPlugin, ActionType, ActionTriggeredEvent};
pub use operations::{TimedOperationPlugin, OperationKind, ActiveOperation};
pub struct InSystemPlugin;
impl Plugin for InSystemPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<DockedState>()
.init_resource::<ActiveSystem>()
.add_event::<UndockEvent>()
.add_plugins(FlightControlsPlugin)
.add_plugins(TargetSelectionPlugin)
.add_plugins(ContextualActionPlugin)
.add_plugins(TimedOperationPlugin)
.add_systems(
OnEnter(AppState::InGame),
(
scene::setup_in_system_view,
// UI removed - no longer needed
// ui::setup_docked_ui,
add_targetable_to_pois,
).chain(),
)
.add_systems(
OnExit(AppState::InGame),
(
// UI removed - no longer needed
// ui::despawn_docked_ui,
// flight_ui::despawn_flight_ui,
scene::despawn_in_system_scene,
).chain(),
)
.add_systems(
Update,
(
// UI removed - no longer needed
// ui::refresh_docked_ui,
// ui::undock_button_handler,
// flight_ui::update_flight_ui,
handle_action_triggered,
)
.chain()
.run_if(in_state(AppState::InGame)),
);
}
}
/// Handle action triggered events from the action buttons.
fn handle_action_triggered(
mut commands: Commands,
mut events: EventReader<ActionTriggeredEvent>,
player_query: Query<Entity, With<scene::PlayerShip>>,
durations: Res<operations::OperationDurations>,
mut operation_events: EventWriter<operations::OperationStartedEvent>,
selected_target_query: Query<&SelectedTarget, With<scene::PlayerShip>>,
) {
let Ok(player_entity) = player_query.single() else {
return;
};
for event in events.read() {
bevy::log::info!("Action triggered: {:?}", event.action_type);
match event.action_type {
ActionType::Undock => {
operations::start_undocking(&mut commands, player_entity, &durations, &mut operation_events);
}
ActionType::Approach => {
// Get selected target
if let Ok(selected) = selected_target_query.single() {
operations::start_travel(&mut commands, player_entity, selected.name.clone(), &durations, &mut operation_events);
}
}
ActionType::Dock => {
// TODO: Implement docking operation
bevy::log::info!("Dock action triggered");
}
ActionType::StartMining => {
// TODO: Implement mining operation
bevy::log::info!("Start mining action triggered");
}
_ => {
bevy::log::info!("Other action: {:?}", event.action_type);
}
}
}
}
/// Add Targetable components to spawned POIs (stations and asteroid belts)
/// so they can be selected by the target selection system.
fn add_targetable_to_pois(
mut commands: Commands,
station_query: Query<(Entity, &crate::gameplay::galaxy::Identifiable), (With<crate::gameplay::galaxy::Station>, Without<Targetable>)>,
belt_query: Query<(Entity, &crate::gameplay::galaxy::Identifiable), (With<crate::gameplay::galaxy::AsteroidBelt>, Without<Targetable>)>,
) {
// Add Targetable to stations
for (entity, identifiable) in station_query.iter() {
bevy::log::debug!("Adding Targetable component to station: {}", identifiable.display_name);
commands.entity(entity).insert(Targetable {
kind: TargetKind::Station,
name: identifiable.display_name.clone(),
});
}
// Add Targetable to asteroid belts
for (entity, identifiable) in belt_query.iter() {
bevy::log::debug!("Adding Targetable component to asteroid belt: {}", identifiable.display_name);
commands.entity(entity).insert(Targetable {
kind: TargetKind::AsteroidBelt,
name: identifiable.display_name.clone(),
});
}
}