2020-02-03 10:54:50 +00:00
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use crate::{
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2020-03-28 05:51:52 +00:00
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comp::{
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2020-07-01 09:51:06 +00:00
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item::{Hands, ItemKind, Tool},
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2020-11-17 07:44:30 +00:00
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quadruped_low, quadruped_medium, Body, CharacterState, StateUpdate,
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2020-03-28 05:51:52 +00:00
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},
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2020-02-03 10:54:50 +00:00
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event::LocalEvent,
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2020-03-14 18:50:07 +00:00
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states::*,
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2020-11-23 15:39:03 +00:00
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sys::{
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character_behavior::JoinData,
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phys::{FRIC_GROUND, 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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2019-12-28 16:10:39 +00:00
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};
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2020-09-10 02:58:28 +00:00
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use serde::{Deserialize, Serialize};
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2020-10-17 02:29:14 +00:00
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use std::time::Duration;
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2020-08-11 11:13:18 +00:00
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use vek::*;
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2019-12-28 16:10:39 +00:00
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2020-03-08 19:37:17 +00:00
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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2020-07-06 19:51:57 +00:00
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const BASE_HUMANOID_AIR_ACCEL: f32 = 8.0;
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2020-11-03 22:46:07 +00:00
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const BASE_FLIGHT_ACCEL: f32 = 16.0;
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2020-04-26 01:09:03 +00:00
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const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0;
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const BASE_HUMANOID_WATER_SPEED: f32 = 180.0;
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2020-03-08 15:38:53 +00:00
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// const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
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// const ROLL_SPEED: f32 = 17.0;
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// const CHARGE_SPEED: f32 = 20.0;
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// const GLIDE_ACCEL: f32 = 15.0;
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// const GLIDE_SPEED: f32 = 45.0;
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// const BLOCK_ACCEL: f32 = 30.0;
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// const BLOCK_SPEED: f32 = 75.0;
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2020-03-10 18:12:16 +00:00
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// Gravity is 9.81 * 4, so this makes gravity equal to .15 //TODO: <- is wrong
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//
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2020-03-08 15:38:53 +00:00
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// const GLIDE_ANTIGRAV: f32 = GRAVITY * 0.96;
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// const CLIMB_SPEED: f32 = 5.0;
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// const CLIMB_COST: i32 = 5;
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2020-07-03 18:30:41 +00:00
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impl Body {
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pub fn base_accel(&self) -> f32 {
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match self {
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Body::Humanoid(_) => 100.0,
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2020-07-27 04:06:52 +00:00
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Body::QuadrupedSmall(_) => 125.0,
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2020-11-17 07:44:30 +00:00
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Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
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quadruped_medium::Species::Grolgar => 110.0,
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quadruped_medium::Species::Saber => 180.0,
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quadruped_medium::Species::Tiger => 150.0,
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quadruped_medium::Species::Tuskram => 160.0,
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quadruped_medium::Species::Lion => 110.0,
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quadruped_medium::Species::Tarasque => 100.0,
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quadruped_medium::Species::Wolf => 180.0,
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quadruped_medium::Species::Frostfang => 180.0,
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quadruped_medium::Species::Mouflon => 100.0,
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quadruped_medium::Species::Catoblepas => 70.0,
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quadruped_medium::Species::Bonerattler => 130.0,
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quadruped_medium::Species::Deer => 150.0,
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quadruped_medium::Species::Hirdrasil => 160.0,
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quadruped_medium::Species::Roshwalr => 75.0,
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quadruped_medium::Species::Donkey => 110.0,
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quadruped_medium::Species::Camel => 100.0,
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quadruped_medium::Species::Zebra => 140.0,
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quadruped_medium::Species::Antelope => 170.0,
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quadruped_medium::Species::Kelpie => 175.0,
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quadruped_medium::Species::Horse => 190.0,
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},
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2020-07-10 14:00:20 +00:00
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Body::BirdMedium(_) => 80.0,
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2020-07-03 18:30:41 +00:00
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Body::FishMedium(_) => 50.0,
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Body::Dragon(_) => 250.0,
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Body::BirdSmall(_) => 75.0,
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Body::FishSmall(_) => 40.0,
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2020-07-30 06:13:58 +00:00
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Body::BipedLarge(_) => 75.0,
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2020-07-03 18:30:41 +00:00
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Body::Object(_) => 40.0,
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2020-07-30 06:13:58 +00:00
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Body::Golem(_) => 60.0,
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2020-08-30 07:40:40 +00:00
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Body::Theropod(_) => 135.0,
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2020-11-17 07:44:30 +00:00
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Crocodile => 130.0,
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quadruped_low::Species::Alligator => 110.0,
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quadruped_low::Species::Salamander => 85.0,
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quadruped_low::Species::Monitor => 160.0,
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quadruped_low::Species::Asp => 130.0,
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quadruped_low::Species::Tortoise => 60.0,
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quadruped_low::Species::Rocksnapper => 70.0,
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quadruped_low::Species::Pangolin => 120.0,
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quadruped_low::Species::Maneater => 80.0,
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quadruped_low::Species::Sandshark => 70.0,
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quadruped_low::Species::Hakulaq => 170.0,
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},
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2020-07-03 18:30:41 +00:00
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}
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}
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2020-07-07 00:01:39 +00:00
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2020-11-12 21:31:28 +00:00
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/// Attempt to determine the maximum speed of the character
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/// when moving on the ground
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pub fn max_speed_approx(&self) -> f32 {
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// Inverse kinematics: at what velocity will acceleration
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// be cancelled out by friction drag?
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// Note: we assume no air (this is fine, current physics
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// uses max(air_drag, ground_drag)).
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// Derived via...
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// v = (v + dv / 30) * (1 - drag).powf(2) (accel cancels drag)
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// => 1 = (1 + (dv / 30) / v) * (1 - drag).powf(2)
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// => 1 / (1 - drag).powf(2) = 1 + (dv / 30) / v
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// => 1 / (1 - drag).powf(2) - 1 = (dv / 30) / v
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// => 1 / (1 / (1 - drag).powf(2) - 1) = v / (dv / 30)
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// => (dv / 30) / (1 / (1 - drag).powf(2) - 1) = v
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let v = (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powf(2.0) - 1.0);
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debug_assert!(v >= 0.0, "Speed must be positive!");
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v
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}
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2020-07-07 00:01:39 +00:00
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pub fn base_ori_rate(&self) -> f32 {
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match self {
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Body::Humanoid(_) => 20.0,
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Body::QuadrupedSmall(_) => 15.0,
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Body::QuadrupedMedium(_) => 10.0,
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Body::BirdMedium(_) => 30.0,
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Body::FishMedium(_) => 5.0,
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Body::Dragon(_) => 5.0,
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Body::BirdSmall(_) => 35.0,
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Body::FishSmall(_) => 10.0,
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Body::BipedLarge(_) => 12.0,
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Body::Object(_) => 5.0,
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Body::Golem(_) => 8.0,
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2020-08-29 08:23:12 +00:00
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Body::Theropod(_) => 35.0,
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2020-07-07 00:01:39 +00:00
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Body::QuadrupedLow(_) => 12.0,
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}
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}
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2020-11-03 22:46:07 +00:00
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pub fn can_fly(&self) -> bool {
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match self {
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Body::BirdMedium(_) => true,
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Body::Dragon(_) => true,
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Body::BirdSmall(_) => true,
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_ => false,
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}
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}
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2020-11-14 17:00:32 +00:00
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2020-11-23 15:39:03 +00:00
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#[allow(clippy::match_like_matches_macro)]
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2020-11-14 17:00:32 +00:00
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pub fn can_climb(&self) -> bool {
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match self {
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Body::Humanoid(_) => true,
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_ => false,
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}
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}
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2020-07-03 18:30:41 +00:00
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}
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2020-03-08 17:38:18 +00:00
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/// Handles updating `Components` to move player based on state of `JoinData`
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2020-03-26 19:02:01 +00:00
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pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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2020-11-06 15:33:20 +00:00
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if let Some(depth) = data.physics.in_liquid {
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2020-08-11 11:13:18 +00:00
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swim_move(data, update, efficiency, depth);
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2020-11-03 22:46:07 +00:00
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} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() {
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fly_move(data, update, efficiency);
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2020-03-07 18:15:02 +00:00
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} else {
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2020-03-26 19:02:01 +00:00
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basic_move(data, update, efficiency);
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2020-03-07 18:15:02 +00:00
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}
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}
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2020-03-08 17:38:18 +00:00
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/// Updates components to move player as if theyre on ground or in air
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
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2020-03-26 19:02:01 +00:00
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fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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2020-07-03 18:30:41 +00:00
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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2020-01-21 22:54:32 +00:00
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} else {
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2020-07-03 18:30:41 +00:00
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BASE_HUMANOID_AIR_ACCEL
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2020-01-21 22:54:32 +00:00
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};
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2020-07-03 18:30:41 +00:00
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update.vel.0 =
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2020-07-03 19:30:21 +00:00
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency;
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2020-01-21 22:54:32 +00:00
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2020-07-07 00:01:39 +00:00
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handle_orientation(data, update, data.body.base_ori_rate());
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2020-03-20 22:03:29 +00:00
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}
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2020-10-25 20:22:40 +00:00
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/// Handles forced movement
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pub fn handle_forced_movement(
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data: &JoinData,
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update: &mut StateUpdate,
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movement: ForcedMovement,
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efficiency: f32,
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) {
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match movement {
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ForcedMovement::Forward { strength } => {
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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} else {
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BASE_HUMANOID_AIR_ACCEL
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};
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* accel
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* (data.inputs.move_dir * efficiency + (*update.ori.0).xy() * strength);
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},
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ForcedMovement::Leap {
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vertical,
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forward,
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progress,
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} => {
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// Apply jumping force
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update.vel.0 = Vec3::new(
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data.inputs.look_dir.x,
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data.inputs.look_dir.y,
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vertical,
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)
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// Multiply decreasing amount linearly over time (with average of 1)
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* 2.0 * progress
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// Apply inputted movement directions with some efficiency
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+ (data.inputs.move_dir.try_normalized().unwrap_or_default() + update.vel.0.xy())
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.try_normalized()
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.unwrap_or_default()
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// Multiply by forward leap strength
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* forward
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// Control forward movement based on look direction.
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// This allows players to stop moving forward when they
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// look downward at target
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* (1.0 - data.inputs.look_dir.z.abs());
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},
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ForcedMovement::Hover { move_input } => {
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update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0)
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+ move_input * data.inputs.move_dir.try_normalized().unwrap_or_default();
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},
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}
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2020-09-10 02:58:28 +00:00
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handle_orientation(data, update, data.body.base_ori_rate() * efficiency);
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2020-09-09 00:28:59 +00:00
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}
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2020-07-07 00:01:39 +00:00
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
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2020-01-21 22:54:32 +00:00
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// Set direction based on move direction
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2020-11-17 07:44:30 +00:00
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let ori_dir = if update.character.is_aimed() && data.body.is_humanoid() {
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2020-04-25 01:23:49 +00:00
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data.inputs.look_dir.xy()
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} else if !data.inputs.move_dir.is_approx_zero() {
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data.inputs.move_dir
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2020-01-21 22:54:32 +00:00
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} else {
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2020-04-25 01:23:49 +00:00
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update.ori.0.xy()
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2020-01-21 22:54:32 +00:00
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};
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// Smooth orientation
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2020-07-07 00:01:39 +00:00
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update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), rate * data.dt.0);
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2020-01-21 22:54:32 +00:00
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}
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2020-03-08 17:38:18 +00:00
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/// Updates components to move player as if theyre swimming
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2020-08-11 11:13:18 +00:00
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fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) {
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2020-03-07 18:15:02 +00:00
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// Update velocity
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* data.inputs.move_dir
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2020-03-08 15:38:53 +00:00
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* if update.vel.0.magnitude_squared() < BASE_HUMANOID_WATER_SPEED.powf(2.0) {
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BASE_HUMANOID_WATER_ACCEL
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2020-03-07 18:15:02 +00:00
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} else {
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0.0
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2020-03-26 19:02:01 +00:00
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}
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* efficiency;
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2020-03-07 18:15:02 +00:00
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2020-03-21 14:06:35 +00:00
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handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
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2020-01-21 22:54:32 +00:00
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2020-03-23 11:50:08 +00:00
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// Swim
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2020-11-03 22:46:07 +00:00
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update.vel.0.z = (update.vel.0.z
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+ data.dt.0
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* GRAVITY
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* 4.0
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* data
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.inputs
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.move_z
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.clamped(-1.0, depth.clamped(0.0, 1.0).powf(3.0)))
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.min(BASE_HUMANOID_WATER_SPEED);
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}
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/// Updates components to move entity as if it's flying
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fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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// Update velocity (counteract gravity with lift)
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// TODO: Do this better
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update.vel.0 += Vec3::unit_z() * data.dt.0 * GRAVITY
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+ Vec3::new(
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data.inputs.move_dir.x,
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data.inputs.move_dir.y,
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data.inputs.move_z,
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) * data.dt.0
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* BASE_FLIGHT_ACCEL
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* efficiency;
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handle_orientation(data, update, 1.0);
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2020-03-07 18:15:02 +00:00
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}
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2020-06-12 16:07:38 +00:00
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/// First checks whether `primary`, `secondary` or `ability3` input is pressed,
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/// then attempts to go into Equipping state, otherwise Idle
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pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
|
|
|
|
if data.inputs.primary.is_pressed()
|
|
|
|
|| data.inputs.secondary.is_pressed()
|
|
|
|
|| data.inputs.ability3.is_pressed()
|
|
|
|
{
|
2020-03-08 17:04:26 +00:00
|
|
|
attempt_wield(data, update);
|
2020-03-07 18:15:02 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-08 17:04:26 +00:00
|
|
|
/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
|
|
|
|
pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
|
2020-09-17 23:02:14 +00:00
|
|
|
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
|
2020-03-14 21:17:27 +00:00
|
|
|
update.character = CharacterState::Equipping(equipping::Data {
|
2020-10-17 02:29:14 +00:00
|
|
|
static_data: equipping::StaticData {
|
|
|
|
buildup_duration: tool.equip_time(),
|
|
|
|
},
|
|
|
|
timer: Duration::default(),
|
2020-03-14 21:17:27 +00:00
|
|
|
});
|
2020-03-08 17:04:26 +00:00
|
|
|
} else {
|
2020-03-21 22:55:20 +00:00
|
|
|
update.character = CharacterState::Idle;
|
2020-03-08 17:04:26 +00:00
|
|
|
};
|
|
|
|
}
|
|
|
|
|
2020-03-08 17:38:18 +00:00
|
|
|
/// Checks that player can `Sit` and updates `CharacterState` if so
|
2020-03-24 07:38:16 +00:00
|
|
|
pub fn attempt_sit(data: &JoinData, update: &mut StateUpdate) {
|
2020-07-29 02:44:47 +00:00
|
|
|
if data.physics.on_ground {
|
2020-03-21 22:55:20 +00:00
|
|
|
update.character = CharacterState::Sit;
|
2020-01-21 22:54:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-05-27 06:41:55 +00:00
|
|
|
pub fn attempt_dance(data: &JoinData, update: &mut StateUpdate) {
|
|
|
|
if data.physics.on_ground && data.body.is_humanoid() {
|
|
|
|
update.character = CharacterState::Dance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-08-02 05:09:11 +00:00
|
|
|
pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) {
|
|
|
|
if data.physics.on_ground && data.body.is_humanoid() {
|
|
|
|
update.character = CharacterState::Sneak;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-08 17:38:18 +00:00
|
|
|
/// Checks that player can `Climb` and updates `CharacterState` if so
|
2020-03-07 18:15:02 +00:00
|
|
|
pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
|
2020-03-24 07:38:16 +00:00
|
|
|
if data.inputs.climb.is_some()
|
2020-03-07 18:15:02 +00:00
|
|
|
&& data.physics.on_wall.is_some()
|
|
|
|
&& !data.physics.on_ground
|
2020-08-24 01:31:05 +00:00
|
|
|
&& !data
|
|
|
|
.physics
|
2020-11-06 15:33:20 +00:00
|
|
|
.in_liquid
|
2020-08-24 01:31:05 +00:00
|
|
|
.map(|depth| depth > 1.0)
|
|
|
|
.unwrap_or(false)
|
2020-02-03 19:43:36 +00:00
|
|
|
//&& update.vel.0.z < 0.0
|
2020-11-14 17:00:32 +00:00
|
|
|
&& data.body.can_climb()
|
2020-03-10 16:33:36 +00:00
|
|
|
&& update.energy.current() > 100
|
2020-01-21 22:54:32 +00:00
|
|
|
{
|
2020-03-21 22:55:20 +00:00
|
|
|
update.character = CharacterState::Climb;
|
2020-01-21 22:54:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-21 21:16:26 +00:00
|
|
|
/// Checks that player can Swap Weapons and updates `Loadout` if so
|
2020-07-06 05:56:02 +00:00
|
|
|
pub fn attempt_swap_loadout(data: &JoinData, update: &mut StateUpdate) {
|
|
|
|
if data.loadout.second_item.is_some() {
|
|
|
|
update.swap_loadout = true;
|
2020-03-25 14:58:26 +00:00
|
|
|
}
|
2020-03-21 21:16:26 +00:00
|
|
|
}
|
|
|
|
|
2020-06-16 21:32:39 +00:00
|
|
|
/// Checks that player can wield the glider and updates `CharacterState` if so
|
|
|
|
pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
|
2020-08-12 14:10:12 +00:00
|
|
|
if data.physics.on_ground
|
2020-10-07 02:23:20 +00:00
|
|
|
&& data.loadout.glider.is_some()
|
2020-08-12 14:10:12 +00:00
|
|
|
&& !data
|
|
|
|
.physics
|
2020-11-06 15:33:20 +00:00
|
|
|
.in_liquid
|
2020-08-12 14:10:12 +00:00
|
|
|
.map(|depth| depth > 1.0)
|
|
|
|
.unwrap_or(false)
|
|
|
|
&& data.body.is_humanoid()
|
|
|
|
{
|
2020-06-16 21:32:39 +00:00
|
|
|
update.character = CharacterState::GlideWield;
|
2020-02-03 10:54:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-08 17:38:18 +00:00
|
|
|
/// Checks that player can jump and sends jump event if so
|
2020-03-07 18:15:02 +00:00
|
|
|
pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
|
2020-08-12 14:10:12 +00:00
|
|
|
if data.inputs.jump.is_pressed()
|
|
|
|
&& data.physics.on_ground
|
|
|
|
&& !data
|
|
|
|
.physics
|
2020-11-06 15:33:20 +00:00
|
|
|
.in_liquid
|
2020-08-12 14:10:12 +00:00
|
|
|
.map(|depth| depth > 1.0)
|
|
|
|
.unwrap_or(false)
|
|
|
|
{
|
2020-02-03 10:54:50 +00:00
|
|
|
update
|
|
|
|
.local_events
|
2020-03-07 18:15:02 +00:00
|
|
|
.push_front(LocalEvent::Jump(data.entity));
|
2020-02-03 10:54:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-24 12:59:53 +00:00
|
|
|
/// Will attempt to go into `loadout.active_item.ability1`
|
|
|
|
pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
|
2020-03-25 22:10:50 +00:00
|
|
|
if data.inputs.primary.is_pressed() {
|
2020-03-17 14:01:41 +00:00
|
|
|
if let Some(ability) = data
|
|
|
|
.loadout
|
|
|
|
.active_item
|
|
|
|
.as_ref()
|
2020-03-24 12:59:53 +00:00
|
|
|
.and_then(|i| i.ability1.as_ref())
|
2020-08-06 08:04:03 +00:00
|
|
|
.filter(|ability| ability.requirements_paid(data, update))
|
2020-03-17 14:01:41 +00:00
|
|
|
{
|
2020-10-16 01:05:58 +00:00
|
|
|
update.character = (ability, AbilityKey::Mouse1).into();
|
2020-02-03 10:54:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-24 12:59:53 +00:00
|
|
|
/// Will attempt to go into `loadout.active_item.ability2`
|
|
|
|
pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
|
2020-03-25 22:10:50 +00:00
|
|
|
if data.inputs.secondary.is_pressed() {
|
2020-09-17 23:02:14 +00:00
|
|
|
let active_tool_kind = match data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
|
2020-07-01 09:51:06 +00:00
|
|
|
Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
|
|
|
|
_ => None,
|
|
|
|
};
|
|
|
|
|
2020-09-17 23:02:14 +00:00
|
|
|
let second_tool_kind = match data.loadout.second_item.as_ref().map(|i| i.item.kind()) {
|
2020-07-01 09:51:06 +00:00
|
|
|
Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
|
|
|
|
_ => None,
|
|
|
|
};
|
|
|
|
|
|
|
|
match (
|
2020-08-02 01:21:32 +00:00
|
|
|
active_tool_kind.map(|tk| tk.hands()),
|
|
|
|
second_tool_kind.map(|tk| tk.hands()),
|
2020-07-01 09:51:06 +00:00
|
|
|
) {
|
|
|
|
(Some(Hands::TwoHand), _) => {
|
|
|
|
if let Some(ability) = data
|
|
|
|
.loadout
|
|
|
|
.active_item
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|i| i.ability2.as_ref())
|
2020-08-06 08:04:03 +00:00
|
|
|
.filter(|ability| ability.requirements_paid(data, update))
|
2020-07-01 09:51:06 +00:00
|
|
|
{
|
2020-10-16 01:05:58 +00:00
|
|
|
update.character = (ability, AbilityKey::Mouse2).into();
|
2020-07-01 09:51:06 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
(_, Some(Hands::OneHand)) => {
|
|
|
|
if let Some(ability) = data
|
|
|
|
.loadout
|
|
|
|
.second_item
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|i| i.ability2.as_ref())
|
2020-08-06 08:04:03 +00:00
|
|
|
.filter(|ability| ability.requirements_paid(data, update))
|
2020-07-01 09:51:06 +00:00
|
|
|
{
|
2020-10-16 01:05:58 +00:00
|
|
|
update.character = (ability, AbilityKey::Mouse2).into();
|
2020-07-01 09:51:06 +00:00
|
|
|
}
|
|
|
|
},
|
|
|
|
(_, _) => {},
|
|
|
|
};
|
2020-03-24 12:59:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Will attempt to go into `loadout.active_item.ability3`
|
|
|
|
pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
|
2020-03-25 22:10:50 +00:00
|
|
|
if data.inputs.ability3.is_pressed() {
|
2020-03-24 12:59:53 +00:00
|
|
|
if let Some(ability) = data
|
|
|
|
.loadout
|
|
|
|
.active_item
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|i| i.ability3.as_ref())
|
2020-08-06 08:04:03 +00:00
|
|
|
.filter(|ability| ability.requirements_paid(data, update))
|
2020-03-17 14:01:41 +00:00
|
|
|
{
|
2020-10-16 01:05:58 +00:00
|
|
|
update.character = (ability, AbilityKey::Skill1).into();
|
2020-02-24 14:35:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-08 17:38:18 +00:00
|
|
|
/// Checks that player can perform a dodge, then
|
2020-03-17 14:01:41 +00:00
|
|
|
/// attempts to go into `loadout.active_item.dodge_ability`
|
2020-03-08 17:38:18 +00:00
|
|
|
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
|
2020-11-15 19:54:58 +00:00
|
|
|
if data.inputs.roll.is_pressed() && data.body.is_humanoid() {
|
2020-03-17 14:01:41 +00:00
|
|
|
if let Some(ability) = data
|
|
|
|
.loadout
|
|
|
|
.active_item
|
|
|
|
.as_ref()
|
|
|
|
.and_then(|i| i.dodge_ability.as_ref())
|
2020-08-06 08:04:03 +00:00
|
|
|
.filter(|ability| ability.requirements_paid(data, update))
|
2020-03-08 17:38:18 +00:00
|
|
|
{
|
2020-03-26 13:46:08 +00:00
|
|
|
if data.character.is_wield() {
|
2020-10-16 01:05:58 +00:00
|
|
|
update.character = (ability, AbilityKey::Dodge).into();
|
2020-03-26 13:46:08 +00:00
|
|
|
if let CharacterState::Roll(roll) = &mut update.character {
|
|
|
|
roll.was_wielded = true;
|
|
|
|
}
|
2020-11-03 04:09:38 +00:00
|
|
|
} else if data.character.is_stealthy() {
|
|
|
|
update.character = (ability, AbilityKey::Dodge).into();
|
|
|
|
if let CharacterState::Roll(roll) = &mut update.character {
|
|
|
|
roll.was_sneak = true;
|
|
|
|
}
|
2020-03-26 13:46:08 +00:00
|
|
|
} else {
|
2020-10-16 01:05:58 +00:00
|
|
|
update.character = (ability, AbilityKey::Dodge).into();
|
2020-03-26 13:46:08 +00:00
|
|
|
}
|
2020-02-03 10:54:50 +00:00
|
|
|
}
|
2020-01-21 22:54:32 +00:00
|
|
|
}
|
2019-12-28 16:10:39 +00:00
|
|
|
}
|
2020-03-07 18:15:02 +00:00
|
|
|
|
2020-03-28 05:51:52 +00:00
|
|
|
pub fn unwrap_tool_data<'a>(data: &'a JoinData) -> Option<&'a Tool> {
|
2020-09-17 23:02:14 +00:00
|
|
|
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
|
2020-03-14 18:50:07 +00:00
|
|
|
Some(tool)
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
}
|
2020-09-10 02:58:28 +00:00
|
|
|
|
2020-11-20 17:54:56 +00:00
|
|
|
pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
|
|
|
|
if attacks_interrupt {
|
2020-11-20 17:30:48 +00:00
|
|
|
handle_ability1_input(data, update);
|
|
|
|
handle_ability2_input(data, update);
|
|
|
|
handle_ability3_input(data, update);
|
|
|
|
}
|
2020-09-20 17:23:33 +00:00
|
|
|
handle_dodge_input(data, update);
|
|
|
|
}
|
|
|
|
|
2020-10-07 02:32:57 +00:00
|
|
|
pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool {
|
|
|
|
match ability_key {
|
|
|
|
AbilityKey::Mouse1 => data.inputs.primary.is_pressed(),
|
|
|
|
AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(),
|
|
|
|
AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
|
2020-10-16 01:05:58 +00:00
|
|
|
AbilityKey::Dodge => data.inputs.roll.is_pressed(),
|
2020-10-07 02:32:57 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-11-15 22:08:14 +00:00
|
|
|
pub fn continue_combo(data: &JoinData, update: &mut StateUpdate, combo_data: (u32, u32)) {
|
|
|
|
handle_ability1_input(data, update);
|
|
|
|
if let CharacterState::ComboMelee(data) = &mut update.character {
|
|
|
|
data.stage = combo_data.0;
|
|
|
|
data.combo = combo_data.1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-09-10 02:58:28 +00:00
|
|
|
/// Determines what portion a state is in. Used in all attacks (eventually). Is
|
|
|
|
/// used to control aspects of animation code, as well as logic within the
|
|
|
|
/// character states.
|
2020-09-13 01:33:46 +00:00
|
|
|
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
|
2020-09-10 02:58:28 +00:00
|
|
|
pub enum StageSection {
|
|
|
|
Buildup,
|
|
|
|
Swing,
|
|
|
|
Recover,
|
|
|
|
Charge,
|
2020-09-25 20:02:30 +00:00
|
|
|
Cast,
|
2020-09-28 02:38:23 +00:00
|
|
|
Shoot,
|
|
|
|
Movement,
|
2020-09-10 02:58:28 +00:00
|
|
|
}
|
2020-10-07 02:32:57 +00:00
|
|
|
|
|
|
|
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
|
|
|
|
pub enum AbilityKey {
|
|
|
|
Mouse1,
|
|
|
|
Mouse2,
|
|
|
|
Skill1,
|
2020-10-16 01:05:58 +00:00
|
|
|
Dodge,
|
2020-10-07 02:32:57 +00:00
|
|
|
}
|
2020-10-25 20:22:40 +00:00
|
|
|
|
|
|
|
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
|
|
|
|
pub enum ForcedMovement {
|
|
|
|
Forward {
|
|
|
|
strength: f32,
|
|
|
|
},
|
|
|
|
Leap {
|
|
|
|
vertical: f32,
|
|
|
|
forward: f32,
|
|
|
|
progress: f32,
|
|
|
|
},
|
|
|
|
Hover {
|
|
|
|
move_input: f32,
|
|
|
|
},
|
|
|
|
}
|