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use azalea_client::local_player::WorldHolder;
use azalea_core::{entity_id::MinecraftEntityId, tick::GameTick};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
use crate::swarm::{Swarm, SwarmEvent};
pub struct SwarmPlugin;
impl Plugin for SwarmPlugin {
fn build(&self, app: &mut App) {
app.add_message::<SwarmReadyEvent>()
.add_systems(Update, check_ready)
.add_systems(GameTick, send_tick_event)
.init_resource::<IsSwarmReady>();
}
}
/// All the bots from the swarm are now in the world.
#[derive(Message)]
pub struct SwarmReadyEvent;
#[derive(Default, Deref, DerefMut, Resource)]
struct IsSwarmReady(bool);
fn check_ready(
query: Query<Option<&MinecraftEntityId>, With<WorldHolder>>,
mut is_swarm_ready: ResMut<IsSwarmReady>,
mut ready_events: MessageWriter<SwarmReadyEvent>,
) {
// if we already know the swarm is ready, do nothing
if **is_swarm_ready {
return;
}
// if all the players are in the world, we're ready
for entity_id in query.iter() {
if entity_id.is_none() {
return;
}
}
// all the players are in the world, so we're ready
**is_swarm_ready = true;
ready_events.write(SwarmReadyEvent);
}
fn send_tick_event(swarm: Option<Res<Swarm>>) {
if let Some(swarm) = swarm {
swarm.swarm_tx.send(SwarmEvent::Tick).unwrap();
}
}
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