2020-02-24 18:17:16 +00:00
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use crate::{
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2020-03-24 07:38:16 +00:00
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comp::{CharacterState, Climb, EnergySource, StateUpdate},
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2020-03-07 18:15:02 +00:00
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event::LocalEvent,
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2020-03-14 21:17:27 +00:00
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sys::{
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character_behavior::{CharacterBehavior, JoinData},
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phys::GRAVITY,
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},
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2020-03-28 01:31:22 +00:00
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util::Dir,
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2020-02-24 18:17:16 +00:00
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};
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use vek::{
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vec::{Vec2, Vec3},
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Lerp,
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};
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2019-12-26 14:43:59 +00:00
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2020-01-07 15:49:08 +00:00
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const HUMANOID_CLIMB_ACCEL: f32 = 5.0;
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const CLIMB_SPEED: f32 = 5.0;
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2020-03-14 21:17:27 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data;
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2019-12-26 14:43:59 +00:00
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2020-03-14 21:17:27 +00:00
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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2020-03-21 21:16:26 +00:00
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let mut update = StateUpdate::from(data);
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2020-02-24 18:17:16 +00:00
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2020-03-24 07:38:16 +00:00
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// If no wall is in front of character or we stopped climbing;
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2020-03-28 01:31:22 +00:00
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let (wall_dir, climb) = if let (Some(wall_dir), Some(climb), false) = (
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data.physics.on_wall,
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data.inputs.climb,
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data.physics.on_ground,
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) {
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(wall_dir, climb)
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} else {
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2020-03-14 21:17:27 +00:00
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if data.inputs.jump.is_pressed() {
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// They've climbed atop something, give them a boost
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update
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.local_events
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.push_front(LocalEvent::Jump(data.entity));
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}
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update.character = CharacterState::Idle {};
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return update;
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2020-03-28 01:31:22 +00:00
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};
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2019-12-26 14:43:59 +00:00
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2020-03-14 21:17:27 +00:00
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// Move player
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* data.inputs.move_dir
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* if update.vel.0.magnitude_squared() < CLIMB_SPEED.powf(2.0) {
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HUMANOID_CLIMB_ACCEL
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} else {
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0.0
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};
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2019-12-26 14:43:59 +00:00
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2020-03-24 07:38:16 +00:00
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// Expend energy if climbing
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2020-03-28 01:31:22 +00:00
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let energy_use = match climb {
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Climb::Up | Climb::Down => 8,
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Climb::Hold => 1,
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2020-03-24 07:38:16 +00:00
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};
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if let Err(_) = update
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.energy
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.try_change_by(-energy_use, EnergySource::Climb)
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{
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update.character = CharacterState::Idle {};
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}
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2020-03-14 21:17:27 +00:00
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// Set orientation direction based on wall direction
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2020-03-28 01:31:22 +00:00
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let ori_dir = Vec2::from(wall_dir);
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2020-03-14 21:17:27 +00:00
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// Smooth orientation
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2020-03-28 01:31:22 +00:00
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update.ori.0 = Dir::slerp_to_vec3(
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2020-03-21 03:23:46 +00:00
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update.ori.0,
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ori_dir.into(),
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if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0,
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);
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2020-03-07 18:15:02 +00:00
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2020-03-14 21:17:27 +00:00
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// Apply Vertical Climbing Movement
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2020-03-28 01:31:22 +00:00
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if update.vel.0.z <= CLIMB_SPEED {
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2020-03-24 07:38:16 +00:00
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match climb {
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Climb::Down => {
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update.vel.0 -=
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data.dt.0 * update.vel.0.map(|e| e.abs().powf(1.5) * e.signum() * 6.0);
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},
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Climb::Up => {
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update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.25).min(CLIMB_SPEED);
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},
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Climb::Hold => {
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2020-03-25 05:37:09 +00:00
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// Antigrav
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update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.5).min(CLIMB_SPEED);
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2020-03-24 07:38:16 +00:00
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update.vel.0 = Lerp::lerp(
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update.vel.0,
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Vec3::zero(),
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30.0 * data.dt.0 / (1.0 - update.vel.0.z.min(0.0) * 5.0),
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);
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},
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2020-03-14 21:17:27 +00:00
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}
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}
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update
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}
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2019-12-26 14:43:59 +00:00
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}
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