cleaner query
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		@@ -23,7 +23,10 @@ use renet_visualizer::{RenetClientVisualizer, RenetVisualizerStyle};
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struct MainCamera;
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#[derive(Component)]
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struct ControlledPlayer {
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struct ControlledPlayer;
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#[derive(Component)]
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struct Aimer {
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    aiming_at: Vec2,
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}
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@@ -120,14 +123,14 @@ fn update_visulizer_system(
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}
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fn player_input(
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    controlled_player_query: Query<(&Transform, &ControlledPlayer)>,
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    controlled_player_query: Query<(&Transform, &Aimer)>,
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    keyboard_input: Res<Input<KeyCode>>,
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    mut player_input: ResMut<PlayerInput>,
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    mouse_button_input: Res<Input<MouseButton>>,
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    mut player_commands: EventWriter<PlayerCommand>,
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    most_recent_tick: Res<MostRecentTick>,
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) {
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    let (transform, controlled_player) = controlled_player_query.single();
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    let (transform, aimer) = controlled_player_query.single();
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    player_input.left = keyboard_input.pressed(KeyCode::A) || keyboard_input.pressed(KeyCode::Left);
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    player_input.right =
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@@ -139,21 +142,21 @@ fn player_input(
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    if mouse_button_input.just_pressed(MouseButton::Left) {
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        info!(
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            "player at origin {} fired at {}",
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            transform.translation, controlled_player.aiming_at
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            transform.translation, aimer.aiming_at
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        );
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        player_commands.send(PlayerCommand::BasicAttack {
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            origin: Vec2::new(transform.translation.x, transform.translation.y),
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            direction: controlled_player.aiming_at,
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            direction: aimer.aiming_at,
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        });
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    }
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}
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fn cursor_system(
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    wnds: Res<Windows>,
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    mut q_camera: Query<(&Camera, &mut ControlledPlayer, &GlobalTransform), With<ControlledPlayer>>,
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    mut q_camera: Query<(&Camera, &mut Aimer, &GlobalTransform), With<ControlledPlayer>>,
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) {
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    let (camera, mut controlled_player, camera_transform) = q_camera.single_mut();
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    let (camera, mut aimer, camera_transform) = q_camera.single_mut();
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    let wnd = if let RenderTarget::Window(id) = camera.target {
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        wnds.get(id).unwrap()
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@@ -169,7 +172,7 @@ fn cursor_system(
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        let world_pos = ndc_to_world.project_point3(ndc.extend(-1.0));
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        let world_pos: Vec2 = world_pos.truncate();
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        controlled_player.aiming_at = world_pos;
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        aimer.aiming_at = world_pos;
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    }
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}
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@@ -215,7 +218,7 @@ fn client_sync_players(
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                });
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                if client_id == id {
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                    client_entity.insert(ControlledPlayer {
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                    client_entity.insert(ControlledPlayer).insert(Aimer {
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                        aiming_at: Vec2::new(0., 0.),
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                    });
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                }
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@@ -241,11 +244,7 @@ fn client_sync_players(
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                    network_mapping.0.remove(&server_entity);
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                }
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            }
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            ServerMessages::SpawnProjectile {
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                entity,
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                origin,
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                direction,
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            } => {
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            ServerMessages::SpawnProjectile { entity } => {
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                let projectile_entity = commands.spawn_bundle(SpriteBundle {
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                    sprite: Sprite {
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                        color: Color::rgb(0.25, 0.25, 0.75),
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@@ -291,7 +290,8 @@ fn client_sync_players(
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fn setup_camera(mut commands: Commands) {
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    commands
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        .spawn_bundle(Camera2dBundle::default())
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        .insert(ControlledPlayer {
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        .insert(ControlledPlayer)
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        .insert(Aimer {
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            aiming_at: Vec2::new(0., 0.),
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        });
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}
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@@ -174,12 +174,7 @@ fn server_update_system(
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                    );
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                    let entity = spawn_projectile(&mut commands, origin, direction);
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                    let message = ServerMessages::SpawnProjectile {
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                        entity,
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                        origin,
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                        direction,
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                    };
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                    let message = ServerMessages::SpawnProjectile { entity };
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                    let message = bincode::serialize(&message).unwrap();
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                    server.broadcast_message(ServerChannel::ServerMessages.id(), message);
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@@ -51,21 +51,10 @@ pub enum ServerChannel {
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#[derive(Debug, Serialize, Deserialize, Component)]
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pub enum ServerMessages {
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    PlayerCreate {
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        entity: Entity,
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        id: u64,
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    },
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    PlayerRemove {
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        id: u64,
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    },
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    SpawnProjectile {
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        entity: Entity,
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        origin: Vec2,
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        direction: Vec2,
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    },
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    DespawnProjectile {
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        entity: Entity,
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    },
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    PlayerCreate { entity: Entity, id: u64 },
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    PlayerRemove { id: u64 },
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    SpawnProjectile { entity: Entity },
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    DespawnProjectile { entity: Entity },
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}
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#[derive(Debug, Serialize, Deserialize, Default)]
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