veloren/common/src/sys/character_state.rs

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Rust
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use crate::{
comp::{
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Body, CharacterState, Controller, ControllerInputs, ECSStateData, Mounting, MoveState::*,
Ori, OverrideAction, OverrideMove, OverrideState, PhysicsState, Pos, SitHandler,
StateHandle, Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
};
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use specs::{Entities, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};
use sphynx::{Uid, UidAllocator};
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/// # Character StateHandle System
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/// #### Updates then detemrines next Character States based on ControllerInputs
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>,
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ReadStorage<'a, OverrideState>,
ReadStorage<'a, OverrideMove>,
ReadStorage<'a, OverrideAction>,
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);
fn run(
&mut self,
(
entities,
uid_allocator,
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,
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state_overrides,
move_overrides,
action_overrides,
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): Self::SystemData,
) {
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for (
entity,
uid,
mut character,
mut pos,
mut vel,
mut ori,
controller,
stats,
body,
physics,
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maybe_mount,
maybe_move_override,
maybe_action_override,
(),
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) 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,
mountings.maybe(),
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move_overrides.maybe(),
action_overrides.maybe(),
!&state_overrides,
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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));
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}
// Or do nothing
continue;
}
// If mounted, character state is controlled by mount
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// TODO: Make mounting a stater
if maybe_mount.is_some() {
character.move_state = Sit(SitHandler);
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continue;
}
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// Determine new move state if can move
if !maybe_move_override.is_some() {
let state_update = character.move_state.handle(&ECSStateData {
entity: &entity,
uid,
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,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
// Determine new action if can_act
if !maybe_action_override.is_some() {
let state_update = character.action_state.handle(&ECSStateData {
entity: &entity,
uid,
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,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
// Rolling + Any Movement, prioritizes finishing charge
// over move_state states
// (
// Roll {
// time_left,
// was_wielding,
// },
// _,
// ) => {
// if time_left == Duration::default() {
// if was_wielding {
// character.action = try_wield(stats);
// } else {
// character.action = Idle;
// }
// }
// }
}
}
}