veloren/common/src/comp/controller.rs

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use crate::{
comp::{
inventory::slot::{EquipSlot, InvSlotId, Slot},
invite::{InviteKind, InviteResponse},
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BuffKind,
},
trade::{TradeAction, TradeId},
uid::Uid,
util::Dir,
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use specs_idvs::IdvStorage;
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use std::collections::BTreeMap;
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use vek::*;
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryEvent {
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Pickup(Uid),
Collect(Vec3<i32>),
Swap(InvSlotId, InvSlotId),
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SplitSwap(InvSlotId, InvSlotId),
Drop(InvSlotId),
SplitDrop(InvSlotId),
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Sort,
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CraftRecipe {
recipe: String,
craft_sprite: Option<Vec3<i32>>,
},
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryAction {
Swap(EquipSlot, Slot),
Drop(EquipSlot),
Use(Slot),
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Sort,
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}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryManip {
Pickup(Uid),
Collect(Vec3<i32>),
Use(Slot),
Swap(Slot, Slot),
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SplitSwap(Slot, Slot),
Drop(Slot),
SplitDrop(Slot),
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Sort,
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CraftRecipe {
recipe: String,
craft_sprite: Option<Vec3<i32>>,
},
}
impl From<InventoryAction> for InventoryManip {
fn from(inv_action: InventoryAction) -> Self {
match inv_action {
InventoryAction::Use(slot) => Self::Use(slot),
InventoryAction::Swap(equip, slot) => Self::Swap(Slot::Equip(equip), slot),
InventoryAction::Drop(equip) => Self::Drop(Slot::Equip(equip)),
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InventoryAction::Sort => Self::Sort,
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}
}
}
impl From<InventoryEvent> for InventoryManip {
fn from(inv_event: InventoryEvent) -> Self {
match inv_event {
InventoryEvent::Pickup(pickup) => Self::Pickup(pickup),
InventoryEvent::Collect(collect) => Self::Collect(collect),
InventoryEvent::Swap(inv1, inv2) => {
Self::Swap(Slot::Inventory(inv1), Slot::Inventory(inv2))
},
InventoryEvent::SplitSwap(inv1, inv2) => {
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Self::SplitSwap(Slot::Inventory(inv1), Slot::Inventory(inv2))
},
InventoryEvent::Drop(inv) => Self::Drop(Slot::Inventory(inv)),
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InventoryEvent::SplitDrop(inv) => Self::SplitDrop(Slot::Inventory(inv)),
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InventoryEvent::Sort => Self::Sort,
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InventoryEvent::CraftRecipe {
recipe,
craft_sprite,
} => Self::CraftRecipe {
recipe,
craft_sprite,
},
}
}
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum GroupManip {
Leave,
Kick(Uid),
AssignLeader(Uid),
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlEvent {
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//ToggleLantern,
EnableLantern,
DisableLantern,
Interact(Uid),
InitiateInvite(Uid, InviteKind),
InviteResponse(InviteResponse),
PerformTradeAction(TradeId, TradeAction),
Mount(Uid),
Unmount,
InventoryEvent(InventoryEvent),
GroupManip(GroupManip),
RemoveBuff(BuffKind),
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Respawn,
}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub enum ControlAction {
SwapEquippedWeapons,
InventoryAction(InventoryAction),
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Wield,
GlideWield,
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Unwield,
Sit,
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Dance,
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Sneak,
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Stand,
Talk,
StartInput {
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input: InputKind,
target_entity: Option<Uid>,
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// Some inputs need a selected position, such as mining
select_pos: Option<Vec3<f32>>,
},
CancelInput(InputKind),
}
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impl ControlAction {
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pub fn basic_input(input: InputKind) -> Self {
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ControlAction::StartInput {
input,
target_entity: None,
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select_pos: None,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Ord, PartialOrd)]
#[repr(u32)]
pub enum InputKind {
Primary = 0,
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Secondary = 1,
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Ability(usize) = 2,
Roll = 3,
Jump = 4,
Fly = 5,
}
impl InputKind {
pub fn is_ability(self) -> bool {
matches!(self, Self::Primary | Self::Secondary | Self::Ability(_))
}
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}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct InputAttr {
pub select_pos: Option<Vec3<f32>>,
pub target_entity: Option<Uid>,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum Climb {
Up,
Down,
Hold,
}
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
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pub climb: Option<Climb>,
pub move_dir: Vec2<f32>,
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pub move_z: f32, /* z axis (not combined with move_dir because they may have independent
* limits) */
pub look_dir: Dir,
pub select_pos: Option<Vec3<f32>>,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Controller {
pub inputs: ControllerInputs,
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pub queued_inputs: BTreeMap<InputKind, InputAttr>,
// TODO: consider SmallVec
pub events: Vec<ControlEvent>,
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pub actions: Vec<ControlAction>,
}
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impl ControllerInputs {
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/// Updates Controller inputs with new version received from the client
pub fn update_with_new(&mut self, new: Self) {
self.climb = new.climb;
self.move_dir = new.move_dir;
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self.move_z = new.move_z;
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self.look_dir = new.look_dir;
self.select_pos = new.select_pos;
}
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}
impl Controller {
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/// Sets all inputs to default
pub fn reset(&mut self) { *self = Self::default(); }
pub fn clear_events(&mut self) { self.events.clear(); }
pub fn push_event(&mut self, event: ControlEvent) { self.events.push(event); }
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}
impl Component for Controller {
type Storage = IdvStorage<Self>;
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}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum MountState {
Unmounted,
MountedBy(Uid),
}
impl Component for MountState {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Mounting(pub Uid);
impl Component for Mounting {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}