veloren/common/src/states/glide.rs

73 lines
2.3 KiB
Rust
Raw Normal View History

use super::utils::handle_climb;
2020-02-24 18:17:16 +00:00
use crate::{
2020-03-07 18:15:02 +00:00
comp::{CharacterState, StateUpdate},
2020-03-14 21:17:27 +00:00
sys::character_behavior::{CharacterBehavior, JoinData},
util::Dir,
2020-02-24 18:17:16 +00:00
};
use serde::{Deserialize, Serialize};
use vek::Vec2;
2019-12-26 14:43:59 +00:00
2020-01-07 15:49:08 +00:00
// Gravity is 9.81 * 4, so this makes gravity equal to .15
2020-03-26 16:19:12 +00:00
const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.90;
const GLIDE_ACCEL: f32 = 12.0;
2020-01-07 15:49:08 +00:00
const GLIDE_SPEED: f32 = 45.0;
2020-03-14 21:17:27 +00:00
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
2019-12-26 14:43:59 +00:00
2020-03-14 21:17:27 +00:00
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
2019-12-26 18:01:19 +00:00
// If player is on ground, end glide
if data.physics.on_ground {
update.character = CharacterState::GlideWield;
return update;
2020-03-14 21:17:27 +00:00
}
2020-08-12 14:10:12 +00:00
if data
.physics
.in_fluid
.map(|depth| depth > 0.5)
.unwrap_or(false)
{
2020-08-08 21:05:48 +00:00
update.character = CharacterState::Idle;
}
// If there is a wall in front of character and they are trying to climb go to
// climb
handle_climb(&data, &mut update);
2019-12-26 14:43:59 +00:00
2020-03-14 21:17:27 +00:00
// Move player according to movement direction vector
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) {
GLIDE_ACCEL
} else {
0.0
};
2019-12-26 14:43:59 +00:00
2020-03-14 21:17:27 +00:00
// Determine orientation vector from movement direction vector
let ori_dir = Vec2::from(update.vel.0);
update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), 2.0 * data.dt.0);
2020-03-07 18:15:02 +00:00
2020-03-14 21:17:27 +00:00
// Apply Glide antigrav lift
if Vec2::<f32>::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0)
&& update.vel.0.z < 0.0
{
let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15;
update.vel.0.z += data.dt.0
* lift
* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075)
.min(1.0)
.max(0.2);
}
update
}
fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
2019-12-26 14:43:59 +00:00
}