veloren/common/src/states/climb.rs

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use crate::{
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comp::{CharacterState, Climb, EnergySource, StateUpdate},
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event::LocalEvent,
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sys::{
character_behavior::{CharacterBehavior, JoinData},
phys::GRAVITY,
},
util::Dir,
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};
use serde::{Deserialize, Serialize};
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use vek::{
vec::{Vec2, Vec3},
Lerp,
};
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const HUMANOID_CLIMB_ACCEL: f32 = 5.0;
const CLIMB_SPEED: f32 = 5.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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// If no wall is in front of character or we stopped climbing;
let (wall_dir, climb) = if let (Some(wall_dir), Some(climb), false) = (
data.physics.on_wall,
data.inputs.climb,
data.physics.on_ground,
) {
(wall_dir, climb)
} else {
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if data.inputs.jump.is_pressed() {
// They've climbed atop something, give them a boost
update
.local_events
.push_front(LocalEvent::Jump(data.entity));
}
update.character = CharacterState::Idle {};
return update;
};
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// Move player
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if update.vel.0.magnitude_squared() < CLIMB_SPEED.powf(2.0) {
HUMANOID_CLIMB_ACCEL
} else {
0.0
};
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// Expend energy if climbing
let energy_use = match climb {
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Climb::Up => 5,
Climb::Down => 1,
Climb::Hold => 1,
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};
if update
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.energy
.try_change_by(-energy_use, EnergySource::Climb)
.is_err()
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{
update.character = CharacterState::Idle {};
}
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// Set orientation direction based on wall direction
let ori_dir = Vec2::from(wall_dir);
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// Smooth orientation
update.ori.0 = Dir::slerp_to_vec3(
update.ori.0,
ori_dir.into(),
if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0,
);
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// Apply Vertical Climbing Movement
if update.vel.0.z <= CLIMB_SPEED {
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match climb {
Climb::Down => {
update.vel.0 -=
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data.dt.0 * update.vel.0.map(|e| e.abs().powf(1.5) * e.signum() * 1.0);
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},
Climb::Up => {
update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.25).min(CLIMB_SPEED);
},
Climb::Hold => {
// Antigrav
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update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.1).min(CLIMB_SPEED);
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update.vel.0 = Lerp::lerp(
update.vel.0,
Vec3::zero(),
30.0 * data.dt.0 / (1.0 - update.vel.0.z.min(0.0) * 5.0),
);
},
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}
}
update
}
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}