veloren/common/src/states/climb.rs

99 lines
3.0 KiB
Rust
Raw Normal View History

2020-02-24 18:17:16 +00:00
use crate::{
2020-03-24 07:38:16 +00:00
comp::{CharacterState, Climb, EnergySource, StateUpdate},
2020-03-07 18:15:02 +00:00
event::LocalEvent,
2020-03-14 21:17:27 +00:00
sys::{
character_behavior::{CharacterBehavior, JoinData},
phys::GRAVITY,
},
util::Dir,
2020-02-24 18:17:16 +00:00
};
use vek::{
vec::{Vec2, Vec3},
Lerp,
};
2019-12-26 14:43:59 +00:00
2020-01-07 15:49:08 +00:00
const HUMANOID_CLIMB_ACCEL: f32 = 5.0;
const CLIMB_SPEED: f32 = 5.0;
2020-03-14 21:17:27 +00:00
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
2019-12-26 14:43:59 +00:00
2020-03-14 21:17:27 +00:00
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
2020-02-24 18:17:16 +00:00
2020-03-24 07:38:16 +00:00
// If no wall is in front of character or we stopped climbing;
let (wall_dir, climb) = if let (Some(wall_dir), Some(climb), false) = (
data.physics.on_wall,
data.inputs.climb,
data.physics.on_ground,
) {
(wall_dir, climb)
} else {
2020-03-14 21:17:27 +00:00
if data.inputs.jump.is_pressed() {
// They've climbed atop something, give them a boost
update
.local_events
.push_front(LocalEvent::Jump(data.entity));
}
update.character = CharacterState::Idle {};
return update;
};
2019-12-26 14:43:59 +00:00
2020-03-14 21:17:27 +00:00
// Move player
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if update.vel.0.magnitude_squared() < CLIMB_SPEED.powf(2.0) {
HUMANOID_CLIMB_ACCEL
} else {
0.0
};
2019-12-26 14:43:59 +00:00
2020-03-24 07:38:16 +00:00
// Expend energy if climbing
let energy_use = match climb {
Climb::Up | Climb::Down => 8,
Climb::Hold => 1,
2020-03-24 07:38:16 +00:00
};
if let Err(_) = update
.energy
.try_change_by(-energy_use, EnergySource::Climb)
{
update.character = CharacterState::Idle {};
}
2020-03-14 21:17:27 +00:00
// Set orientation direction based on wall direction
let ori_dir = Vec2::from(wall_dir);
2020-03-14 21:17:27 +00:00
// Smooth orientation
update.ori.0 = Dir::slerp_to_vec3(
update.ori.0,
ori_dir.into(),
if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0,
);
2020-03-07 18:15:02 +00:00
2020-03-14 21:17:27 +00:00
// Apply Vertical Climbing Movement
if update.vel.0.z <= CLIMB_SPEED {
2020-03-24 07:38:16 +00:00
match climb {
Climb::Down => {
update.vel.0 -=
data.dt.0 * update.vel.0.map(|e| e.abs().powf(1.5) * e.signum() * 6.0);
},
Climb::Up => {
update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.25).min(CLIMB_SPEED);
},
Climb::Hold => {
// Antigrav
update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.5).min(CLIMB_SPEED);
2020-03-24 07:38:16 +00:00
update.vel.0 = Lerp::lerp(
update.vel.0,
Vec3::zero(),
30.0 * data.dt.0 / (1.0 - update.vel.0.z.min(0.0) * 5.0),
);
},
2020-03-14 21:17:27 +00:00
}
}
update
}
2019-12-26 14:43:59 +00:00
}