2019-07-21 12:42:45 +00:00
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use crate::{
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comp::{ActionState, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel, Wielding},
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state::DeltaTime,
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terrain::TerrainMap,
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vol::{ReadVol, Vox},
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};
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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use vek::*;
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const HUMANOID_ACCEL: f32 = 70.0;
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const HUMANOID_SPEED: f32 = 120.0;
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
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const HUMANOID_AIR_SPEED: f32 = 100.0;
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2019-07-25 17:41:06 +00:00
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const HUMANOID_JUMP_ACCEL: f32 = 18.0;
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2019-07-21 12:42:45 +00:00
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const ROLL_ACCEL: f32 = 120.0;
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const ROLL_SPEED: f32 = 550.0;
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const GLIDE_ACCEL: f32 = 15.0;
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const GLIDE_SPEED: f32 = 45.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15
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const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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/// This system applies forces and calculates new positions and velocities.
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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ReadExpect<'a, TerrainMap>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, MoveDir>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, ActionState>,
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WriteStorage<'a, Jumping>,
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WriteStorage<'a, Wielding>,
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WriteStorage<'a, Rolling>,
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WriteStorage<'a, OnGround>,
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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);
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fn run(
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&mut self,
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(
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entities,
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terrain,
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dt,
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move_dirs,
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stats,
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action_states,
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mut jumpings,
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mut wieldings,
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mut rollings,
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mut on_grounds,
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mut positions,
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mut velocities,
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mut orientations,
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): Self::SystemData,
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) {
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// Apply movement inputs
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for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in (
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&entities,
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&stats,
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&action_states,
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move_dirs.maybe(),
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&mut positions,
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&mut velocities,
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&mut orientations,
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)
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.join()
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{
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// Disable while dead TODO: Replace with client states?
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if stats.is_dead {
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continue;
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}
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// Move player according to move_dir
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if let Some(move_dir) = move_dir {
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vel.0 += Vec2::broadcast(dt.0)
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* move_dir.0
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* match (a.on_ground, a.gliding, a.rolling) {
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(true, false, false)
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if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
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{
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HUMANOID_ACCEL
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}
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(false, true, false)
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if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
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{
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GLIDE_ACCEL
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}
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(false, false, false)
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if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
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{
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HUMANOID_AIR_ACCEL
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}
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(true, false, true) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => {
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ROLL_ACCEL
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}
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_ => 0.0,
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};
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}
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// Jump
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if jumpings.get(entity).is_some() {
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vel.0.z = HUMANOID_JUMP_ACCEL;
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jumpings.remove(entity);
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}
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// Glide
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if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
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let _ = wieldings.remove(entity);
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let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
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vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
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}
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// Roll
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if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
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let _ = wieldings.remove(entity);
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*time += dt.0;
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if *time > 0.55 || !a.moving {
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rollings.remove(entity);
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}
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}
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// Set direction based on velocity when on the ground
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if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
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ori.0 = Lerp::lerp(
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ori.0,
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vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
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10.0 * dt.0,
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);
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}
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}
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}
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}
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