mirror of
https://gitlab.com/veloren/veloren.git
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88 lines
2.8 KiB
Rust
88 lines
2.8 KiB
Rust
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use super::{
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ActionState::*, CharacterState, ClimbHandler, ECSStateData, ECSStateUpdate, FallHandler,
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MoveState::*, StandHandler, StateHandle,
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};
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use super::{GLIDE_ACCEL, GLIDE_ANTIGRAV, GLIDE_SPEED};
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use vek::{Vec2, Vec3};
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct GlideHandler;
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impl StateHandle for GlideHandler {
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fn handle(&self, ecs_data: &ECSStateData) -> ECSStateUpdate {
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let mut update = ECSStateUpdate {
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pos: *ecs_data.pos,
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vel: *ecs_data.vel,
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ori: *ecs_data.ori,
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character: *ecs_data.character,
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};
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// Move player according to movement direction vector
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update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
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* ecs_data.inputs.move_dir
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* if ecs_data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) {
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GLIDE_ACCEL
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} else {
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0.0
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};
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// Determine orientation vector from movement direction vector
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let ori_dir = Vec2::from(update.vel.0);
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if ori_dir.magnitude_squared() > 0.0001
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&& (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
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> 0.001
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{
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update.ori.0 =
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vek::ops::Slerp::slerp(update.ori.0, ori_dir.into(), 2.0 * ecs_data.dt.0);
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}
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// Apply Glide lift
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if Vec2::<f32>::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0)
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&& update.vel.0.z < 0.0
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{
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let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15;
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update.vel.0.z += ecs_data.dt.0
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* lift
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* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075)
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.min(1.0)
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.max(0.2);
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}
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// If glide button isn't held
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if !ecs_data.inputs.glide.is_pressed() {
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update.character = CharacterState {
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action_state: Idle,
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move_state: Fall(FallHandler),
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};
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return update;
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}
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// If there is a wall in front of character go to climb
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else if let Some(_wall_dir) = ecs_data.physics.on_wall {
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update.character = CharacterState {
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action_state: Idle,
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move_state: Climb(ClimbHandler),
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};
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return update;
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}
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// If on ground go to stand
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if ecs_data.physics.on_ground {
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update.character = CharacterState {
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action_state: Idle,
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move_state: Stand(StandHandler),
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};
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return update;
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}
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// Otherwise keep gliding
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update.character = CharacterState {
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action_state: Idle,
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move_state: Glide(GlideHandler),
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};
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return update;
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}
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}
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