veloren/common/src/states/utils.rs

827 lines
30 KiB
Rust
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use crate::{
comp::{
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biped_large, biped_small,
inventory::slot::EquipSlot,
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, quadruped_small, ship,
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skills::{Skill, SwimSkill},
theropod, Body, CharacterAbility, CharacterState, Density, InputAttr, InputKind,
InventoryAction, StateUpdate,
},
consts::{FRIC_GROUND, GRAVITY},
event::{LocalEvent, ServerEvent},
states::{behavior::JoinData, *},
util::Dir,
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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impl Body {
pub fn base_accel(&self) -> f32 {
match self {
Body::Humanoid(_) => 100.0,
Body::QuadrupedSmall(body) => match body.species {
quadruped_small::Species::Turtle => 30.0,
quadruped_small::Species::Axolotl => 70.0,
quadruped_small::Species::Pig => 70.0,
quadruped_small::Species::Sheep => 70.0,
quadruped_small::Species::Cat => 70.0,
quadruped_small::Species::Truffler => 70.0,
quadruped_small::Species::Fungome => 70.0,
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quadruped_small::Species::Goat => 80.0,
_ => 125.0,
},
Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
quadruped_medium::Species::Grolgar => 110.0,
quadruped_medium::Species::Saber => 180.0,
quadruped_medium::Species::Tiger => 150.0,
quadruped_medium::Species::Tuskram => 160.0,
quadruped_medium::Species::Lion => 170.0,
quadruped_medium::Species::Tarasque => 100.0,
quadruped_medium::Species::Wolf => 180.0,
quadruped_medium::Species::Frostfang => 180.0,
quadruped_medium::Species::Mouflon => 100.0,
quadruped_medium::Species::Catoblepas => 70.0,
quadruped_medium::Species::Bonerattler => 130.0,
quadruped_medium::Species::Deer => 150.0,
quadruped_medium::Species::Hirdrasil => 160.0,
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quadruped_medium::Species::Roshwalr => 160.0,
quadruped_medium::Species::Donkey => 110.0,
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quadruped_medium::Species::Camel => 75.0,
quadruped_medium::Species::Zebra => 150.0,
quadruped_medium::Species::Antelope => 185.0,
quadruped_medium::Species::Kelpie => 180.0,
quadruped_medium::Species::Horse => 180.0,
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quadruped_medium::Species::Barghest => 80.0,
quadruped_medium::Species::Cattle => 80.0,
quadruped_medium::Species::Darkhound => 160.0,
quadruped_medium::Species::Highland => 80.0,
quadruped_medium::Species::Yak => 90.0,
quadruped_medium::Species::Panda => 90.0,
quadruped_medium::Species::Bear => 90.0,
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quadruped_medium::Species::Dreadhorn => 140.0,
quadruped_medium::Species::Moose => 130.0,
quadruped_medium::Species::Snowleopard => 160.0,
},
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Body::BipedLarge(body) => match body.species {
biped_large::Species::Slysaurok => 100.0,
biped_large::Species::Occultsaurok => 100.0,
biped_large::Species::Mightysaurok => 100.0,
biped_large::Species::Mindflayer => 90.0,
biped_large::Species::Minotaur => 90.0,
_ => 80.0,
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},
Body::BirdMedium(_) => 80.0,
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Body::FishMedium(_) => 80.0,
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Body::Dragon(_) => 250.0,
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Body::BirdLarge(_) => 110.0,
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Body::FishSmall(_) => 60.0,
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Body::BipedSmall(biped_small) => match biped_small.species {
biped_small::Species::Haniwa => 65.0,
_ => 80.0,
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},
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Body::Object(_) => 0.0,
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Body::Golem(_) => 60.0,
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Body::Theropod(_) => 135.0,
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Crocodile => 130.0,
quadruped_low::Species::Alligator => 110.0,
quadruped_low::Species::Salamander => 85.0,
quadruped_low::Species::Monitor => 160.0,
quadruped_low::Species::Asp => 130.0,
quadruped_low::Species::Tortoise => 60.0,
quadruped_low::Species::Rocksnapper => 70.0,
quadruped_low::Species::Pangolin => 120.0,
quadruped_low::Species::Maneater => 80.0,
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quadruped_low::Species::Sandshark => 160.0,
quadruped_low::Species::Hakulaq => 140.0,
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quadruped_low::Species::Lavadrake => 100.0,
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quadruped_low::Species::Basilisk => 120.0,
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quadruped_low::Species::Deadwood => 140.0,
},
Body::Ship(_) => 0.0,
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}
}
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pub fn air_accel(&self) -> f32 { self.base_accel() * 0.025 }
/// Attempt to determine the maximum speed of the character
/// when moving on the ground
pub fn max_speed_approx(&self) -> f32 {
// Inverse kinematics: at what velocity will acceleration
// be cancelled out by friction drag?
// Note: we assume no air, since it's such a small factor.
// Derived via...
// v = (v + dv / 30) * (1 - drag).powi(2) (accel cancels drag)
// => 1 = (1 + (dv / 30) / v) * (1 - drag).powi(2)
// => 1 / (1 - drag).powi(2) = 1 + (dv / 30) / v
// => 1 / (1 - drag).powi(2) - 1 = (dv / 30) / v
// => 1 / (1 / (1 - drag).powi(2) - 1) = v / (dv / 30)
// => (dv / 30) / (1 / (1 - drag).powi(2) - 1) = v
let v = (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powi(2) - 1.0);
debug_assert!(v >= 0.0, "Speed must be positive!");
v
}
/// The turn rate in 180°/s (or (rotations per second)/2)
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pub fn base_ori_rate(&self) -> f32 {
match self {
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Body::Humanoid(_) => 3.5,
Body::QuadrupedSmall(_) => 3.0,
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Body::QuadrupedMedium(_) => 2.8,
Body::BirdMedium(_) => 6.0,
Body::FishMedium(_) => 6.0,
Body::Dragon(_) => 1.0,
Body::BirdLarge(_) => 7.0,
Body::FishSmall(_) => 7.0,
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Body::BipedLarge(_) => 2.7,
Body::BipedSmall(_) => 3.5,
Body::Object(_) => 2.0,
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Body::Golem(_) => 2.0,
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Body::Theropod(theropod) => match theropod.species {
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theropod::Species::Archaeos => 2.3,
theropod::Species::Odonto => 2.3,
theropod::Species::Ntouka => 2.3,
_ => 2.5,
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},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Asp => 2.2,
quadruped_low::Species::Tortoise => 1.5,
quadruped_low::Species::Rocksnapper => 1.8,
quadruped_low::Species::Lavadrake => 1.7,
_ => 2.0,
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},
Body::Ship(_) => 0.035,
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}
}
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/// Returns thrust force if the body type can swim, otherwise None
pub fn swim_thrust(&self) -> Option<f32> {
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match self {
Body::Object(_) | Body::Ship(_) => None,
Body::BipedLarge(_) | Body::Golem(_) => Some(200.0 * self.mass().0),
Body::BipedSmall(_) => Some(100.0 * self.mass().0),
Body::BirdMedium(_) => Some(50.0 * self.mass().0),
Body::BirdLarge(_) => Some(50.0 * self.mass().0),
Body::FishMedium(_) => Some(50.0 * self.mass().0),
Body::FishSmall(_) => Some(50.0 * self.mass().0),
Body::Dragon(_) => Some(200.0 * self.mass().0),
Body::Humanoid(_) => Some(200.0 * self.mass().0),
Body::Theropod(body) => match body.species {
theropod::Species::Sandraptor
| theropod::Species::Snowraptor
| theropod::Species::Sunlizard
| theropod::Species::Woodraptor
| theropod::Species::Yale => Some(200.0 * self.mass().0),
_ => Some(100.0 * self.mass().0),
},
Body::QuadrupedLow(_) => Some(300.0 * self.mass().0),
Body::QuadrupedMedium(_) => Some(300.0 * self.mass().0),
Body::QuadrupedSmall(_) => Some(300.0 * self.mass().0),
}
}
/// Returns thrust force if the body type can fly, otherwise None
pub fn fly_thrust(&self) -> Option<f32> {
match self {
Body::BirdMedium(_) => Some(GRAVITY * self.mass().0 * 2.0),
Body::BirdLarge(_) => Some(GRAVITY * self.mass().0 * 0.5),
Body::Dragon(_) => Some(200_000.0),
Body::Ship(ship::Body::DefaultAirship) => Some(300_000.0),
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_ => None,
}
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}
/// Returns jump impulse if the body type can jump, otherwise None
pub fn jump_impulse(&self) -> Option<f32> {
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match self {
Body::Object(_) | Body::Ship(_) => None,
Body::BipedLarge(_) | Body::Dragon(_) | Body::Golem(_) | Body::QuadrupedLow(_) => {
Some(0.1 * self.mass().0)
},
Body::QuadrupedMedium(_) => Some(0.4 * self.mass().0),
Body::Theropod(body) => match body.species {
theropod::Species::Snowraptor
| theropod::Species::Sandraptor
| theropod::Species::Woodraptor => Some(0.4 * self.mass().0),
_ => None,
},
_ => Some(0.4 * self.mass().0),
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}
.map(|f| f * GRAVITY)
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}
pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) }
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}
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/// Handles updating `Components` to move player based on state of `JoinData`
pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
let submersion = data
.physics
.in_liquid()
.map(|depth| depth / data.body.height());
if input_is_pressed(data, InputKind::Fly)
&& submersion.map_or(true, |sub| sub < 1.0)
&& (!data.physics.on_ground || data.body.jump_impulse().is_none())
&& data.body.fly_thrust().is_some()
{
fly_move(data, update, efficiency);
} else if let Some(submersion) = (!data.physics.on_ground && data.body.swim_thrust().is_some())
.then_some(submersion)
.flatten()
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{
swim_move(data, update, efficiency, submersion);
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} else {
basic_move(data, update, efficiency);
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}
}
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/// Updates components to move player as if theyre on ground or in air
#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
data.body.air_accel()
} * efficiency;
// Should ability to backpedal be separate from ability to strafe?
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* if data.body.can_strafe() {
data.inputs.move_dir
} else {
let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0)
};
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}
/// Handles forced movement
pub fn handle_forced_movement(
data: &JoinData,
update: &mut StateUpdate,
movement: ForcedMovement,
efficiency: f32,
) {
match movement {
ForcedMovement::Forward { strength } => {
if let Some(accel) = data.physics.on_ground.then_some(data.body.base_accel()) {
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* (data.inputs.move_dir * efficiency + Vec2::from(update.ori) * strength);
}
},
ForcedMovement::Leap {
vertical,
forward,
progress,
direction,
} => {
let dir = direction.get_2d_dir(data);
// Apply jumping force
update.vel.0 = Vec3::new(
dir.x,
dir.y,
vertical,
)
// Multiply decreasing amount linearly over time (with average of 1)
* 2.0 * progress
// Apply direction
+ Vec3::from(dir)
// Multiply by forward leap strength
* forward
// Control forward movement based on look direction.
// This allows players to stop moving forward when they
// look downward at target
* (1.0 - data.inputs.look_dir.z.abs());
},
ForcedMovement::Hover { move_input } => {
update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0)
+ move_input * data.inputs.move_dir.try_normalized().unwrap_or_default();
},
}
}
pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
let strafe_aim = update.character.is_aimed() && data.body.can_strafe();
if let Some(dir) = (strafe_aim || update.character.is_attack())
.then(|| data.inputs.look_dir.to_horizontal().unwrap_or_default())
.or_else(|| Dir::from_unnormalized(data.inputs.move_dir.into()))
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{
let rate = {
let angle = update.ori.look_dir().angle_between(*dir);
data.body.base_ori_rate() * efficiency * std::f32::consts::PI / angle
};
update.ori = update
.ori
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.slerped_towards(dir.into(), (data.dt.0 * rate).min(1.0));
};
}
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/// Updates components to move player as if theyre swimming
fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, submersion: f32) -> bool {
if let Some(force) = data.body.swim_thrust() {
let force = efficiency * force;
let mut water_accel = force / data.mass.0;
if let Ok(Some(level)) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
water_accel *= 1.4_f32.powi(level.into());
}
let dir = if data.body.can_strafe() {
data.inputs.move_dir
} else {
let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0)
};
// Autoswim to stay afloat
let move_z = if submersion < 1.0 && data.inputs.move_z.abs() < std::f32::EPSILON {
(submersion - 0.1).max(0.0)
} else {
data.inputs.move_z
};
update.vel.0 += Vec3::broadcast(data.dt.0)
* Vec3::new(dir.x, dir.y, move_z)
.try_normalized()
.unwrap_or_default()
* water_accel
* (submersion - 0.2).clamp(0.0, 1.0).powi(2);
true
} else {
false
}
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}
/// Updates components to move entity as if it's flying
pub fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) -> bool {
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let glider = match data.character {
CharacterState::Glide(data) => Some(data),
_ => None,
};
if let Some(force) = data
.body
.fly_thrust()
.or_else(|| glider.is_some().then_some(0.0))
{
let thrust = efficiency * force;
let accel = thrust / data.mass.0;
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handle_orientation(data, update, efficiency);
// Elevation control
match data.body {
// flappy flappy
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Body::Dragon(_) | Body::BirdLarge(_) | Body::BirdMedium(_) => {
let anti_grav = GRAVITY * (1.0 + data.inputs.move_z.min(0.0));
update.vel.0.z += data.dt.0 * (anti_grav + accel * data.inputs.move_z.max(0.0));
},
// floaty floaty
Body::Ship(ship @ ship::Body::DefaultAirship) => {
let regulate_density = |min: f32, max: f32, def: f32, rate: f32| -> Density {
// Reset to default on no input
let change = if data.inputs.move_z.abs() > std::f32::EPSILON {
-data.inputs.move_z
} else {
(def - data.density.0).max(-1.0).min(1.0)
};
Density((update.density.0 + data.dt.0 * rate * change).clamp(min, max))
};
let def_density = ship.density().0;
if data.physics.in_liquid().is_some() {
let hull_density = ship.hull_density().0;
update.density.0 =
regulate_density(def_density * 0.6, hull_density, hull_density, 25.0).0;
} else {
update.density.0 =
regulate_density(def_density * 0.5, def_density * 1.5, def_density, 0.5).0;
};
},
// oopsie woopsie
// TODO: refactor to make this state impossible
_ => {},
};
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* if data.body.can_strafe() {
data.inputs.move_dir
} else {
let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0)
};
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true
} else {
false
}
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}
/// Checks if an input related to an attack is held. If one is, moves entity
/// into wielding state
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.controller.queued_inputs.keys().any(|i| i.is_ability()) {
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attempt_wield(data, update);
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}
}
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/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
if let Some((item, ItemKind::Tool(tool))) = data
.inventory
.equipped(EquipSlot::Mainhand)
.map(|i| (i, i.kind()))
{
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update.character = CharacterState::Equipping(equipping::Data {
static_data: equipping::StaticData {
buildup_duration: tool.equip_time(data.msm, item.components()),
},
timer: Duration::default(),
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});
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} else {
update.character = CharacterState::Wielding;
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};
}
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/// Checks that player can `Sit` and updates `CharacterState` if so
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pub fn attempt_sit(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground {
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update.character = CharacterState::Sit;
}
}
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pub fn attempt_dance(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Dance;
}
}
pub fn attempt_talk(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground {
update.character = CharacterState::Talk;
}
}
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pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Sneak;
}
}
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/// Checks that player can `Climb` and updates `CharacterState` if so
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pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) -> bool {
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if data.inputs.climb.is_some()
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&& data.physics.on_wall.is_some()
&& !data.physics.on_ground
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&& !data
.physics
.in_liquid()
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.map(|depth| depth > 1.0)
.unwrap_or(false)
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//&& update.vel.0.z < 0.0
&& data.body.can_climb()
&& update.energy.current() > 100
{
update.character = CharacterState::Climb(climb::Data::create_adjusted_by_skills(data));
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true
} else {
false
}
}
/// Checks that player can Swap Weapons and updates `Loadout` if so
pub fn attempt_swap_equipped_weapons(data: &JoinData, update: &mut StateUpdate) {
if data.inventory.equipped(EquipSlot::Offhand).is_some() {
update.swap_equipped_weapons = true;
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}
}
/// Handles inventory manipulations that affect the loadout
pub fn handle_manipulate_loadout(
data: &JoinData,
update: &mut StateUpdate,
inv_action: InventoryAction,
) {
update
.server_events
.push_front(ServerEvent::InventoryManip(data.entity, inv_action.into()));
}
/// Checks that player can wield the glider and updates `CharacterState` if so
pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
if data.inventory.equipped(EquipSlot::Glider).is_some()
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&& !data
.physics
.in_liquid()
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.map(|depth| depth > 1.0)
.unwrap_or(false)
&& data.body.is_humanoid()
{
update.character = CharacterState::GlideWield;
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}
}
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/// Checks that player can jump and sends jump event if so
pub fn handle_jump(data: &JoinData, update: &mut StateUpdate, strength: f32) -> bool {
(input_is_pressed(data, InputKind::Jump) && data.physics.on_ground)
.then(|| data.body.jump_impulse())
.flatten()
.map(|impulse| {
update.local_events.push_front(LocalEvent::Jump(
data.entity,
strength * impulse / data.mass.0,
));
})
.is_some()
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}
fn handle_ability(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
let hands = get_hands(data);
// Mouse1 and Skill1 always use the MainHand slot
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let always_main_hand = matches!(input, InputKind::Primary | InputKind::Ability(0));
let no_main_hand = hands.0.is_none();
// skill_index used to select ability for the AbilityKey::Skill2 input
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let (equip_slot, skill_index) = if no_main_hand {
(Some(EquipSlot::Offhand), 1)
} else if always_main_hand {
(Some(EquipSlot::Mainhand), 0)
} else {
match hands {
(Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1),
(_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1),
(_, _) => (None, 0),
}
};
let unlocked = |(s, a): (Option<Skill>, CharacterAbility)| {
s.map_or(true, |s| data.skill_set.has_skill(s)).then_some(a)
};
if let Some(equip_slot) = equip_slot {
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if let Some(ability) = data
.inventory
.equipped(equip_slot)
.map(|i| &i.item_config_expect().abilities)
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.and_then(|abilities| match input {
InputKind::Primary => Some(abilities.primary.clone()),
InputKind::Secondary => Some(abilities.secondary.clone()),
InputKind::Ability(0) => abilities.abilities.get(0).cloned().and_then(unlocked),
InputKind::Ability(_) => abilities
.abilities
.get(skill_index)
.cloned()
.and_then(unlocked),
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InputKind::Roll | InputKind::Jump | InputKind::Fly | InputKind::Block => None,
})
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
a.adjusted_by_skills(&data.skill_set, tool)
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})
.filter(|ability| ability.requirements_paid(data, update))
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{
update.character = CharacterState::from((
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&ability,
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AbilityInfo::from_input(data, matches!(equip_slot, EquipSlot::Offhand), input),
));
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}
}
}
pub fn handle_ability_input(data: &JoinData, update: &mut StateUpdate) {
if let Some(input) = data
.controller
.queued_inputs
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.keys()
.find(|i| i.is_ability())
{
handle_ability(data, update, *input);
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}
}
pub fn handle_input(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
match input {
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InputKind::Primary | InputKind::Secondary | InputKind::Ability(_) => {
handle_ability(data, update, input)
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},
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InputKind::Roll => handle_dodge_input(data, update),
InputKind::Jump => {
handle_jump(data, update, 1.0);
},
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InputKind::Block => handle_block_input(data, update),
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InputKind::Fly => {},
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}
}
pub fn attempt_input(data: &JoinData, update: &mut StateUpdate) {
// TODO: look into using first() when it becomes stable
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if let Some(input) = data.controller.queued_inputs.keys().next() {
handle_input(data, update, *input);
}
}
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/// Checks that player can block, then attempts to block
pub fn handle_block_input(data: &JoinData, update: &mut StateUpdate) {
let can_block =
|equip_slot| matches!(unwrap_tool_data(data, equip_slot), Some(tool) if tool.can_block());
let hands = get_hands(data);
if input_is_pressed(data, InputKind::Block)
&& (can_block(EquipSlot::Mainhand) || (hands.0.is_none() && can_block(EquipSlot::Offhand)))
{
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let ability = CharacterAbility::default_block();
if ability.requirements_paid(data, update) {
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(data, false, InputKind::Roll),
));
}
}
}
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/// Checks that player can perform a dodge, then
/// attempts to perform their dodge ability
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pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
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if input_is_pressed(data, InputKind::Roll) && data.body.is_humanoid() {
let ability = CharacterAbility::default_roll().adjusted_by_skills(&data.skill_set, None);
if ability.requirements_paid(data, update) {
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(data, false, InputKind::Roll),
));
if let CharacterState::ComboMelee(c) = data.character {
if let CharacterState::Roll(roll) = &mut update.character {
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roll.was_combo = Some((c.static_data.ability_info.input, c.stage));
roll.was_wielded = true;
}
} else if data.character.is_wield() {
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if let CharacterState::Roll(roll) = &mut update.character {
roll.was_wielded = true;
}
} else if data.character.is_stealthy() {
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_sneak = true;
}
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}
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}
}
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}
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pub fn unwrap_tool_data<'a>(data: &'a JoinData, equip_slot: EquipSlot) -> Option<&'a Tool> {
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if let Some(ItemKind::Tool(tool)) = data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(&tool)
} else {
None
}
}
pub fn get_hands(data: &JoinData) -> (Option<Hands>, Option<Hands>) {
let hand = |slot| {
if let Some(ItemKind::Tool(tool)) = data.inventory.equipped(slot).map(|i| i.kind()) {
Some(tool.hands)
} else {
None
}
};
(hand(EquipSlot::Mainhand), hand(EquipSlot::Offhand))
}
pub fn get_crit_data(data: &JoinData, ai: AbilityInfo) -> (f32, f32) {
const DEFAULT_CRIT_DATA: (f32, f32) = (0.5, 1.3);
use HandInfo::*;
let slot = match ai.hand {
Some(TwoHanded) | Some(MainHand) => EquipSlot::Mainhand,
Some(OffHand) => EquipSlot::Offhand,
None => return DEFAULT_CRIT_DATA,
};
if let Some(item) = data.inventory.equipped(slot) {
if let ItemKind::Tool(tool) = item.kind() {
let crit_chance = tool.base_crit_chance(data.msm, item.components());
let crit_mult = tool.base_crit_mult(data.msm, item.components());
return (crit_chance, crit_mult);
}
}
DEFAULT_CRIT_DATA
}
pub fn handle_state_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
if attacks_interrupt {
handle_ability_input(data, update);
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}
handle_dodge_input(data, update);
}
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pub fn input_is_pressed(data: &JoinData, input: InputKind) -> bool {
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data.controller.queued_inputs.contains_key(&input)
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is
/// used to control aspects of animation code, as well as logic within the
/// character states.
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#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum StageSection {
Buildup,
Swing,
Recover,
Charge,
Cast,
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Shoot,
Movement,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
Forward {
strength: f32,
},
Leap {
vertical: f32,
forward: f32,
progress: f32,
direction: MovementDirection,
},
Hover {
move_input: f32,
},
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum MovementDirection {
Look,
Move,
}
impl MovementDirection {
pub fn get_2d_dir(self, data: &JoinData) -> Vec2<f32> {
use MovementDirection::*;
match self {
Look => data
.inputs
.look_dir
.to_horizontal()
.unwrap_or_default()
.xy(),
Move => data.inputs.move_dir,
}
.try_normalized()
.unwrap_or_default()
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct AbilityInfo {
pub tool: Option<ToolKind>,
pub hand: Option<HandInfo>,
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pub input: InputKind,
pub input_attr: Option<InputAttr>,
}
impl AbilityInfo {
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pub fn from_input(data: &JoinData, from_offhand: bool, input: InputKind) -> Self {
let tool_data = if from_offhand {
unwrap_tool_data(data, EquipSlot::Offhand)
} else {
unwrap_tool_data(data, EquipSlot::Mainhand)
};
let (tool, hand) = (
tool_data.map(|t| t.kind),
tool_data.map(|t| HandInfo::from_main_tool(t, from_offhand)),
);
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Self {
tool,
hand,
input,
input_attr: data.controller.queued_inputs.get(&input).copied(),
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}
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}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum HandInfo {
TwoHanded,
MainHand,
OffHand,
}
impl HandInfo {
pub fn from_main_tool(tool: &Tool, from_offhand: bool) -> Self {
match tool.hands {
Hands::Two => Self::TwoHanded,
Hands::One => {
if from_offhand {
Self::OffHand
} else {
Self::MainHand
}
},
}
}
}