WIP exclusive system?

This commit is contained in:
Daniel Flanagan 2024-08-03 00:52:19 -05:00
parent ee2229b590
commit 692fbed157

View file

@ -1,5 +1,6 @@
use crate::View; use crate::View;
use crate::{inspector::HideFromInspector, prelude::*}; use crate::{inspector::HideFromInspector, prelude::*};
use bevy::ecs::system::SystemState;
use bevy::tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task}; use bevy::tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task};
use bevy_ecs_tilemap::prelude::*; use bevy_ecs_tilemap::prelude::*;
use rand::prelude::*; use rand::prelude::*;
@ -75,16 +76,33 @@ pub fn init(mut commands: Commands, assets: Res<AssetServer>) {
const MAX_TILES_TO_LOAD_IN_ONE_UPDATE: usize = 5_000; const MAX_TILES_TO_LOAD_IN_ONE_UPDATE: usize = 5_000;
pub fn tile_loaders( pub fn tile_loaders(
mut commands: Commands, world: &mut World,
mut query: Query<(Entity, &mut TileStorage), With<Tilemap>>, params: &mut SystemState<(
mut chan: Query<&TileChan, With<Tilemap>>, Query<(Entity, &mut TileStorage), With<Tilemap>>,
mut tasks: Query<&mut TileInit>, Query<&TileChan, With<Tilemap>>,
mut app_state: ResMut<NextState<View>>, Query<&mut TileInit>,
ResMut<NextState<View>>,
)>,
) { ) {
// TODO: to avoid locking up the universe we only want to handle a certain number per iteration (Update) let (mut query, mut chan, mut tasks, mut next_view) = params.get_mut(world);
let mut tiles_done = true; let mut tiles_done = true;
let (tilemap, mut storage) = query.single_mut(); let (tilemap, mut storage) = query.single_mut();
let mut tasks_iter = tasks.iter_mut().peekable();
let mut remove_tasks = false;
if tasks_iter.peek().is_none() && tiles_done {
next_view.set(View::InGame)
} else {
for mut task in tasks_iter {
let poll = future::poll_once(&mut task.0);
if block_on(poll).is_some() {
remove_tasks = true;
// task is done, remove it so we don't poll it again
}
}
}
let tile_bundles: Vec<TileBundle> = vec![];
if let Ok(chan) = chan.get_single_mut() { if let Ok(chan) = chan.get_single_mut() {
let chan = chan.0.lock().unwrap(); let chan = chan.0.lock().unwrap();
tiles_done = false; tiles_done = false;
@ -93,7 +111,7 @@ pub fn tile_loaders(
match chan.recv() { match chan.recv() {
Ok(ev) => { Ok(ev) => {
let ref_position = &ev.position; let ref_position = &ev.position;
let tile = commands.spawn((HideFromInspector, ev)).id(); let tile = world.spawn((HideFromInspector, ev)).id();
storage.set(ref_position, tile); storage.set(ref_position, tile);
counter += 1; counter += 1;
if counter >= MAX_TILES_TO_LOAD_IN_ONE_UPDATE { if counter >= MAX_TILES_TO_LOAD_IN_ONE_UPDATE {
@ -102,7 +120,7 @@ pub fn tile_loaders(
} }
} }
Err(_) => { Err(_) => {
commands.entity(tilemap).remove::<TileChan>(); world.entity_mut(tilemap).remove::<TileChan>();
if counter > 0 { if counter > 0 {
info!("Finished {counter}! Probably finishing mapgen soon..."); info!("Finished {counter}! Probably finishing mapgen soon...");
} }
@ -114,16 +132,15 @@ pub fn tile_loaders(
} }
} }
for mut task in &mut tasks { if remove_tasks {
let poll = future::poll_once(&mut task.0); world.entity_mut(tilemap).remove::<TileInit>();
if block_on(poll).is_some() {
// task is done, remove it so we don't poll it again
commands.entity(tilemap).remove::<TileInit>();
}
}
if tasks.iter().peekable().peek().is_none() && tiles_done {
app_state.set(View::InGame);
} }
world.spawn_batch(
tile_bundles
.into_iter()
.map(|t| (HideFromInspector, t))
.into_iter(),
);
} }
pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) { pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {