veloren/common/src/sys/character_state.rs

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use crate::{
comp::{
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Body, CharacterState, Controller, EcsStateData, Mounting, MoveState::*, Ori, PhysicsState,
Pos, Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
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sync::{Uid, UidAllocator},
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};
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use specs::{Entities, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};
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/// ## Character State System
/// #### Calls updates to `CharacterState`s. Acts on tuples of ( `CharacterState`, `Pos`, `Vel`, and `Ori` ).
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///
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/// _System forms `EcsStateData` tuples and passes those to `ActionState` `update()` fn,
/// then does the same for `MoveState` `update`_
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pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
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Read<'a, LazyUpdate>,
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WriteStorage<'a, CharacterState>,
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WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
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ReadStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Body>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
);
fn run(
&mut self,
(
entities,
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_uid_allocator,
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server_bus,
local_bus,
dt,
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updater,
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mut character_states,
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mut positions,
mut velocities,
mut orientations,
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controllers,
stats,
bodies,
physics_states,
uids,
mountings,
): Self::SystemData,
) {
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for (entity, uid, mut character, pos, vel, ori, controller, stats, body, physics) in (
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&entities,
&uids,
&mut character_states,
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&mut positions,
&mut velocities,
&mut orientations,
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&controllers,
&stats,
&bodies,
&physics_states,
)
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.join()
{
let inputs = &controller.inputs;
// Being dead overrides all other states
if stats.is_dead {
// Only options: click respawn
// prevent instant-respawns (i.e. player was holding attack)
// by disallowing while input is held down
if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
server_bus.emitter().emit(ServerEvent::Respawn(entity));
}
// Or do nothing
return;
}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if let Some(Mounting(_)) = mountings.get(entity) {
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character.move_state = Sit(None);
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return;
}
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// Determine new action if character can act
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if !character.move_state.overrides_action_state() {
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let state_update = character.action_state.update(&EcsStateData {
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entity: &entity,
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uid,
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character,
pos,
vel,
ori,
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dt: &dt,
inputs,
stats,
body,
physics,
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updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
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*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
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// Determine new move state if character can move
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if !character.action_state.overrides_move_state() {
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let state_update = character.move_state.update(&EcsStateData {
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entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
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*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
}
}
}