veloren/common/src/sys/movement.rs

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use crate::{
comp::{ActionState, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel, Wielding},
state::DeltaTime,
terrain::TerrainMap,
vol::{ReadVol, Vox},
};
use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
use vek::*;
const HUMANOID_ACCEL: f32 = 70.0;
const HUMANOID_SPEED: f32 = 120.0;
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const WIELD_ACCEL: f32 = 60.0;
const WIELD_SPEED: f32 = 100.0;
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 18.0;
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const ROLL_ACCEL: f32 = 160.0;
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const ROLL_SPEED: f32 = 550.0;
const GLIDE_ACCEL: f32 = 15.0;
const GLIDE_SPEED: f32 = 45.0;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
/// This system applies forces and calculates new positions and velocities.
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
ReadExpect<'a, TerrainMap>,
Read<'a, DeltaTime>,
ReadStorage<'a, MoveDir>,
ReadStorage<'a, Stats>,
ReadStorage<'a, ActionState>,
WriteStorage<'a, Jumping>,
WriteStorage<'a, Wielding>,
WriteStorage<'a, Rolling>,
WriteStorage<'a, OnGround>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
);
fn run(
&mut self,
(
entities,
terrain,
dt,
move_dirs,
stats,
action_states,
mut jumpings,
mut wieldings,
mut rollings,
mut on_grounds,
mut positions,
mut velocities,
mut orientations,
): Self::SystemData,
) {
// Apply movement inputs
for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in (
&entities,
&stats,
&action_states,
move_dirs.maybe(),
&mut positions,
&mut velocities,
&mut orientations,
)
.join()
{
// Disable while dead TODO: Replace with client states?
if stats.is_dead {
continue;
}
// Move player according to move_dir
if let Some(move_dir) = move_dir {
vel.0 += Vec2::broadcast(dt.0)
* move_dir.0
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* match (a.on_ground, a.gliding, a.rolling, a.wielding) {
(true, false, false, false)
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if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
{
HUMANOID_ACCEL
}
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(false, true, false, false)
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if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
{
GLIDE_ACCEL
}
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(false, false, false, false)
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if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
{
HUMANOID_AIR_ACCEL
}
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(true, false, true, false)
if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) =>
{
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ROLL_ACCEL
}
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(true, false, false, true)
if vel.0.magnitude_squared() < WIELD_SPEED.powf(2.0) =>
{
WIELD_ACCEL
}
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_ => 0.0,
};
}
// Jump
if jumpings.get(entity).is_some() {
vel.0.z = HUMANOID_JUMP_ACCEL;
jumpings.remove(entity);
}
// Glide
if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
let _ = wieldings.remove(entity);
let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
}
// Roll
if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
let _ = wieldings.remove(entity);
*time += dt.0;
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if *time > 0.6 || !a.moving {
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rollings.remove(entity);
}
}
// Set direction based on velocity when on the ground
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.0001 {
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ori.0 = Lerp::lerp(
ori.0,
vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
10.0 * dt.0,
);
}
}
}
}