veloren/common/src/states/utils.rs

563 lines
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Rust
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use crate::{
comp::{
item::{Hands, ItemKind, Tool},
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quadruped_low, quadruped_medium, theropod, Body, CharacterState, StateUpdate,
},
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event::LocalEvent,
states::*,
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sys::{
character_behavior::JoinData,
phys::{FRIC_GROUND, GRAVITY},
},
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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const BASE_HUMANOID_AIR_ACCEL: f32 = 8.0;
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const BASE_FLIGHT_ACCEL: f32 = 16.0;
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const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0;
const BASE_HUMANOID_WATER_SPEED: f32 = 180.0;
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// const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
// const ROLL_SPEED: f32 = 17.0;
// const CHARGE_SPEED: f32 = 20.0;
// const GLIDE_ACCEL: f32 = 15.0;
// const GLIDE_SPEED: f32 = 45.0;
// const BLOCK_ACCEL: f32 = 30.0;
// const BLOCK_SPEED: f32 = 75.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15 //TODO: <- is wrong
//
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// const GLIDE_ANTIGRAV: f32 = GRAVITY * 0.96;
// const CLIMB_SPEED: f32 = 5.0;
// const CLIMB_COST: i32 = 5;
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impl Body {
pub fn base_accel(&self) -> f32 {
match self {
Body::Humanoid(_) => 100.0,
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Body::QuadrupedSmall(_) => 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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Body::BirdMedium(_) => 80.0,
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Body::FishMedium(_) => 50.0,
Body::Dragon(_) => 250.0,
Body::BirdSmall(_) => 75.0,
Body::FishSmall(_) => 40.0,
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Body::BipedLarge(_) => 75.0,
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Body::Object(_) => 40.0,
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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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}
}
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/// 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 (this is fine, current physics
// uses max(air_drag, ground_drag)).
// Derived via...
// v = (v + dv / 30) * (1 - drag).powf(2) (accel cancels drag)
// => 1 = (1 + (dv / 30) / v) * (1 - drag).powf(2)
// => 1 / (1 - drag).powf(2) = 1 + (dv / 30) / v
// => 1 / (1 - drag).powf(2) - 1 = (dv / 30) / v
// => 1 / (1 / (1 - drag).powf(2) - 1) = v / (dv / 30)
// => (dv / 30) / (1 / (1 - drag).powf(2) - 1) = v
let v = (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powf(2.0) - 1.0);
debug_assert!(v >= 0.0, "Speed must be positive!");
v
}
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pub fn base_ori_rate(&self) -> f32 {
match self {
Body::Humanoid(_) => 20.0,
Body::QuadrupedSmall(_) => 15.0,
Body::QuadrupedMedium(_) => 8.0,
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Body::BirdMedium(_) => 30.0,
Body::FishMedium(_) => 5.0,
Body::Dragon(_) => 5.0,
Body::BirdSmall(_) => 35.0,
Body::FishSmall(_) => 10.0,
Body::BipedLarge(_) => 12.0,
Body::Object(_) => 5.0,
Body::Golem(_) => 8.0,
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Body::Theropod(theropod) => match theropod.species {
theropod::Species::Archaeos => 2.5,
theropod::Species::Odonto => 2.5,
_ => 7.0,
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},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Monitor => 9.0,
quadruped_low::Species::Asp => 8.0,
quadruped_low::Species::Tortoise => 3.0,
quadruped_low::Species::Rocksnapper => 4.0,
quadruped_low::Species::Maneater => 5.0,
quadruped_low::Species::Lavadrake => 4.0,
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_ => 6.0,
},
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}
}
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pub fn can_fly(&self) -> bool {
match self {
Body::BirdMedium(_) => true,
Body::Dragon(_) => true,
Body::BirdSmall(_) => true,
_ => false,
}
}
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#[allow(clippy::match_like_matches_macro)]
pub fn can_climb(&self) -> bool {
match self {
Body::Humanoid(_) => true,
_ => false,
}
}
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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) {
if let Some(depth) = data.physics.in_liquid {
swim_move(data, update, efficiency, depth);
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} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() {
fly_move(data, update, efficiency);
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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) {
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let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
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BASE_HUMANOID_AIR_ACCEL
};
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update.vel.0 =
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency;
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handle_orientation(data, update, data.body.base_ori_rate());
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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 } => {
let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
BASE_HUMANOID_AIR_ACCEL
};
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* (data.inputs.move_dir * efficiency + (*update.ori.0).xy() * strength);
},
ForcedMovement::Leap {
vertical,
forward,
progress,
} => {
// Apply jumping force
update.vel.0 = Vec3::new(
data.inputs.look_dir.x,
data.inputs.look_dir.y,
vertical,
)
// Multiply decreasing amount linearly over time (with average of 1)
* 2.0 * progress
// Apply inputted movement directions with some efficiency
+ (data.inputs.look_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
// 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();
},
}
handle_orientation(data, update, data.body.base_ori_rate() * efficiency);
}
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
// Set direction based on move direction
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let ori_dir = if (update.character.is_aimed() && data.body.is_humanoid())
|| update.character.is_attack()
{
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data.inputs.look_dir.xy()
} else if !data.inputs.move_dir.is_approx_zero() {
data.inputs.move_dir
} else {
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update.ori.0.xy()
};
// Smooth orientation
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update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), rate * data.dt.0);
}
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/// Updates components to move player as if theyre swimming
fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) {
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// Update velocity
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
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* if update.vel.0.magnitude_squared() < BASE_HUMANOID_WATER_SPEED.powf(2.0) {
BASE_HUMANOID_WATER_ACCEL
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} else {
0.0
}
* efficiency;
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handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
// Swim
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update.vel.0.z = (update.vel.0.z
+ data.dt.0
* GRAVITY
* 4.0
* data
.inputs
.move_z
.clamped(-1.0, depth.clamped(0.0, 1.0).powf(3.0)))
.min(BASE_HUMANOID_WATER_SPEED);
}
/// Updates components to move entity as if it's flying
fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
// Update velocity (counteract gravity with lift)
// TODO: Do this better
update.vel.0 += Vec3::unit_z() * data.dt.0 * GRAVITY
+ Vec3::new(
data.inputs.move_dir.x,
data.inputs.move_dir.y,
data.inputs.move_z,
) * data.dt.0
* BASE_FLIGHT_ACCEL
* efficiency;
handle_orientation(data, update, 1.0);
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}
/// First checks whether `primary`, `secondary` or `ability3` input is pressed,
/// then attempts to go into Equipping state, otherwise Idle
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed()
|| data.inputs.secondary.is_pressed()
|| data.inputs.ability3.is_pressed()
{
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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(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
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update.character = CharacterState::Equipping(equipping::Data {
static_data: equipping::StaticData {
buildup_duration: tool.equip_time(),
},
timer: Duration::default(),
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});
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} else {
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update.character = CharacterState::Idle;
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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;
}
}
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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) {
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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
{
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update.character = CharacterState::Climb;
}
}
/// Checks that player can Swap Weapons and updates `Loadout` if so
pub fn attempt_swap_loadout(data: &JoinData, update: &mut StateUpdate) {
if data.loadout.second_item.is_some() {
update.swap_loadout = true;
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}
}
/// Checks that player can wield the glider and updates `CharacterState` if so
pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground
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&& data.loadout.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
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pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.jump.is_pressed()
&& data.physics.on_ground
&& !data
.physics
.in_liquid
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.map(|depth| depth > 1.0)
.unwrap_or(false)
{
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update
.local_events
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.push_front(LocalEvent::Jump(data.entity));
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}
}
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/// Will attempt to go into `loadout.active_item.ability1`
pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.primary.is_pressed() {
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if let Some(ability) = data
.loadout
.active_item
.as_ref()
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.and_then(|i| i.ability1.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
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{
update.character = (ability, AbilityKey::Mouse1).into();
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}
}
}
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/// Will attempt to go into `loadout.active_item.ability2`
pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.secondary.is_pressed() {
let active_tool_kind = match data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
_ => None,
};
let second_tool_kind = match data.loadout.second_item.as_ref().map(|i| i.item.kind()) {
Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
_ => None,
};
match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::TwoHand), _) => {
if let Some(ability) = data
.loadout
.active_item
.as_ref()
.and_then(|i| i.ability2.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (ability, AbilityKey::Mouse2).into();
}
},
(_, Some(Hands::OneHand)) => {
if let Some(ability) = data
.loadout
.second_item
.as_ref()
.and_then(|i| i.ability2.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (ability, AbilityKey::Mouse2).into();
}
},
(_, _) => {},
};
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}
}
/// Will attempt to go into `loadout.active_item.ability3`
pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.ability3.is_pressed() {
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if let Some(ability) = data
.loadout
.active_item
.as_ref()
.and_then(|i| i.ability3.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
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{
update.character = (ability, AbilityKey::Skill1).into();
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}
}
}
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/// Checks that player can perform a dodge, then
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/// attempts to go into `loadout.active_item.dodge_ability`
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pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.roll.is_pressed() && data.body.is_humanoid() {
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if let Some(ability) = data
.loadout
.active_item
.as_ref()
.and_then(|i| i.dodge_ability.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
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{
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if data.character.is_wield() {
update.character = (ability, AbilityKey::Dodge).into();
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if let CharacterState::Roll(roll) = &mut update.character {
roll.was_wielded = true;
}
} else if data.character.is_stealthy() {
update.character = (ability, AbilityKey::Dodge).into();
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_sneak = true;
}
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} else {
update.character = (ability, AbilityKey::Dodge).into();
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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) -> Option<&'a Tool> {
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
Some(tool)
} else {
None
}
}
pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
if attacks_interrupt {
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handle_ability1_input(data, update);
handle_ability2_input(data, update);
handle_ability3_input(data, update);
}
handle_dodge_input(data, update);
}
pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool {
match ability_key {
AbilityKey::Mouse1 => data.inputs.primary.is_pressed(),
AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(),
AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
AbilityKey::Dodge => data.inputs.roll.is_pressed(),
}
}
pub fn continue_combo(data: &JoinData, update: &mut StateUpdate, combo_data: (u32, u32)) {
handle_ability1_input(data, update);
if let CharacterState::ComboMelee(data) = &mut update.character {
data.stage = combo_data.0;
data.combo = combo_data.1;
}
}
/// 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, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum AbilityKey {
Mouse1,
Mouse2,
Skill1,
Dodge,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
Forward {
strength: f32,
},
Leap {
vertical: f32,
forward: f32,
progress: f32,
},
Hover {
move_input: f32,
},
}