cleaned up
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101c7fc5e6
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182
src/main.rs
182
src/main.rs
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@ -1,7 +1,4 @@
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//! A simple 3D scene with light shining over a cube sitting on a plane.
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use bevy::prelude::*;
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//use bevy::render::*;
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use bevy::math::*;
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use std::fs::File;
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use std::io::Read;
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@ -10,6 +7,10 @@ use std::f64::consts::PI;
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use rand::seq::SliceRandom;
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use rand::RngCore;
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct StarData {
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#[serde(rename = "Dec")]
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@ -23,30 +24,30 @@ struct StarData {
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#[serde(rename = "V")]
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v: String,
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#[serde(rename = "C")]
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constellation: Option<String>, // Optional field
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constellation: Option<String>,
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#[serde(rename = "F")]
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f: Option<String>, // Optional field
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f: Option<String>,
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#[serde(rename = "B")]
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bayer_designation: Option<String>, // Optional field
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bayer_designation: Option<String>,
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#[serde(rename = "N")]
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name: Option<String>, // Optional field
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name: Option<String>,
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}
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#[derive(Resource, Default)]
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struct Sky {
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content: Vec<Constellation>, // or use a specific array size, e.g., [String; 10]
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content: Vec<Constellation>,
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}
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct Constellation {
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#[serde(rename = "Name")]
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name: String, // Name of the constellation
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name: String,
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#[serde(rename = "RAh")]
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rah: f64, // Right Ascension of the constellation in hours
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rah: f64,
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#[serde(rename = "DEd")]
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dec: f64, // Declination of the constellation in degrees
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stars: Vec<StarPos>, // List of stars in the constellation
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lines: Vec<[u32; 2]>, // Star connection lines as pairs of star IDs
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dec: f64,
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stars: Vec<StarPos>,
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lines: Vec<[u32; 2]>,
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}
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#[derive(Serialize, Deserialize, Debug, Clone)]
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@ -60,19 +61,6 @@ struct StarPos {
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dec: f64,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Sky::default())
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.add_systems(Startup, star_setup)
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.add_systems(Startup, cons_setup)
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.add_systems(Startup, ui_setup)
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.add_systems(Update, player_rotate)
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.add_systems(Update, button_system)
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.run();
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}
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#[derive(Component)]
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struct Star;
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@ -85,6 +73,18 @@ struct Player {
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target_cons_name: Option<String>,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Sky::default())
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.add_systems(Startup, star_setup)
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.add_systems(Startup, cons_setup)
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.add_systems(Startup, ui_setup)
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.add_systems(Update, player_rotate)
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.add_systems(Update, button_system)
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.run();
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}
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fn star_setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -141,10 +141,6 @@ fn star_setup(
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));
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}
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fn cons_setup(mut sky: ResMut<Sky>) {
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sky.content = get_cons().unwrap();
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}
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fn get_stars() -> std::io::Result<Vec<StarData>> {
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let mut file = File::open("data/stars.json")?;
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let mut data = String::new();
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@ -155,16 +151,6 @@ fn get_stars() -> std::io::Result<Vec<StarData>> {
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Ok(stars)
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}
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fn get_cons() -> std::io::Result<Vec<Constellation>> {
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let mut file = File::open("data/constellations.json")?;
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let mut data = String::new();
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file.read_to_string(&mut data)?;
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let sky_data: Vec<Constellation> = serde_json::from_str(&data).unwrap();
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Ok(sky_data)
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}
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fn star_position(star_data: StarData) -> Vec3 {
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// Convert declination to decimal degrees
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let text_ra = star_data.ra;
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@ -199,64 +185,21 @@ fn celestial_to_cartesian(rah: f64, ded: f64) -> Vec3 {
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Vec3::new(x, y, z)
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}
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fn player_rotate(
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keys: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
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sky: Res<Sky>, // Res to access the Sky resource
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
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) {
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for (mut player, mut transform) in query.iter_mut() {
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// If the space key was just pressed
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if keys.just_pressed(KeyCode::Space) {
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if sky.content.len() >= 4 {
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let mut rng = rand::thread_rng();
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let mut selected_constellations = sky.content.clone();
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selected_constellations.shuffle(&mut rng);
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let constellations = &selected_constellations[0..4];
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let target_index = rng.next_u32().rem_euclid(4) as usize;
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let target_constellation = &constellations[target_index];
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let target_rotation = Quat::from_rotation_arc(
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Vec3::Z,
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celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
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);
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player.target_rotation = Some(target_rotation);
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player.target_cons_name = Some(target_constellation.name.clone());
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info!("Target constellation: {}", target_constellation.name);
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for (i, mut text) in text_query.iter_mut().enumerate() {
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text.sections[0].value = constellations[i].name.clone();
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fn cons_setup(mut sky: ResMut<Sky>) {
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sky.content = get_cons().unwrap();
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}
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for (mut bg_color, mut border_color) in &mut button_query {
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*bg_color = NORMAL_BUTTON.into();
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*border_color = Color::BLACK.into();
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}
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} else {
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info!("Not enough constellations in the sky (need 4)");
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}
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fn get_cons() -> std::io::Result<Vec<Constellation>> {
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let mut file = File::open("data/constellations.json")?;
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let mut data = String::new();
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file.read_to_string(&mut data)?;
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let sky_data: Vec<Constellation> = serde_json::from_str(&data).unwrap();
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Ok(sky_data)
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}
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if let Some(target_rotation) = player.target_rotation {
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let current_rotation = transform.rotation;
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transform.rotation = current_rotation.slerp(target_rotation, 0.1);
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if transform.rotation.angle_between(target_rotation) < 0.01 {
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player.target_rotation = None;
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}
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}
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}
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const WRONG_BUTTON: Color = Color::srgb(0.50, 0.15, 0.15);
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const RIGHT_BUTTON: Color = Color::srgb(0.15, 0.50, 0.15);
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fn ui_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn ui_setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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// Create a container node that places its children (buttons) at the bottom of the screen
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let container_node = NodeBundle {
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style: Style {
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}
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}
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fn player_rotate(
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keys: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut Player, &mut Transform)>, // Query to get Player and Transform
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sky: Res<Sky>, // Res to access the Sky resource
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mut text_query: Query<&mut Text, With<AnswerButton>>,
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mut button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
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) {
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for (mut player, mut transform) in query.iter_mut() {
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// If the space key was just pressed
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if keys.just_pressed(KeyCode::Space) {
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if sky.content.len() >= 4 {
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let mut rng = rand::thread_rng();
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let mut selected_constellations = sky.content.clone();
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selected_constellations.shuffle(&mut rng);
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let constellations = &selected_constellations[0..4];
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let target_index = rng.next_u32().rem_euclid(4) as usize;
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let target_constellation = &constellations[target_index];
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let target_rotation = Quat::from_rotation_arc(
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Vec3::Z,
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celestial_to_cartesian(target_constellation.rah, target_constellation.dec),
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);
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player.target_rotation = Some(target_rotation);
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player.target_cons_name = Some(target_constellation.name.clone());
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info!("Target constellation: {}", target_constellation.name);
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for (i, mut text) in text_query.iter_mut().enumerate() {
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text.sections[0].value = constellations[i].name.clone();
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}
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for (mut bg_color, mut border_color) in &mut button_query {
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*bg_color = NORMAL_BUTTON.into();
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*border_color = Color::BLACK.into();
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}
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} else {
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info!("Not enough constellations in the sky (need 4)");
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}
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}
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if let Some(target_rotation) = player.target_rotation {
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let current_rotation = transform.rotation;
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transform.rotation = current_rotation.slerp(target_rotation, 0.1);
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if transform.rotation.angle_between(target_rotation) < 0.01 {
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player.target_rotation = None;
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}
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}
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}
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}
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fn button_system(
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mut interaction_query: Query<
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