veloren/common/src/states/climb.rs

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use crate::{
comp::{
skills::{ClimbSkill::*, Skill},
CharacterState, Climb, EnergySource, InputKind, Ori, StateUpdate,
},
consts::GRAVITY,
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event::LocalEvent,
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states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
util::Dir,
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};
use serde::{Deserialize, Serialize};
use vek::*;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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pub energy_cost: f32,
pub movement_speed: f32,
}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
}
impl Data {
pub fn create_adjusted_by_skills(join_data: &JoinData) -> Self {
let mut data = Data::default();
if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Cost)) {
data.static_data.energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Speed)) {
data.static_data.movement_speed *= 1.2_f32.powi(level.into());
}
data
}
}
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impl Default for Data {
fn default() -> Self {
Data {
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static_data: StaticData {
energy_cost: 5.0,
movement_speed: 5.0,
},
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}
}
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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// If no wall is in front of character or we stopped climbing;
let (wall_dir, climb) = if let (Some(wall_dir), Some(climb), false) = (
data.physics.on_wall,
data.inputs.climb,
data.physics.on_ground,
) {
(wall_dir, climb)
} else {
if input_is_pressed(data, InputKind::Jump) {
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// They've climbed atop something, give them a boost
update
.local_events
.push_front(LocalEvent::Jump(data.entity, BASE_JUMP_IMPULSE * 0.5));
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}
update.character = CharacterState::Idle {};
return update;
};
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// Move player
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
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* if update.vel.0.magnitude_squared() < self.static_data.movement_speed.powi(2) {
self.static_data.movement_speed.powi(2)
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} else {
0.0
};
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// Expend energy if climbing
let energy_use = match climb {
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Climb::Up => self.static_data.energy_cost as i32,
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Climb::Down => 1,
Climb::Hold => 1,
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};
if update
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.energy
.try_change_by(-energy_use, EnergySource::Climb)
.is_err()
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{
update.character = CharacterState::Idle {};
}
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// Set orientation direction based on wall direction
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if let Some(ori_dir) = Dir::from_unnormalized(Vec2::from(wall_dir).into()) {
// Smooth orientation
update.ori = update.ori.slerped_towards(
Ori::from(ori_dir),
if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0,
);
};
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// Apply Vertical Climbing Movement
match climb {
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Climb::Down => {
update.vel.0.z += data.dt.0 * (GRAVITY - self.static_data.movement_speed.powi(2))
},
Climb::Up => {
update.vel.0.z += data.dt.0 * (GRAVITY + self.static_data.movement_speed.powi(2))
},
Climb::Hold => update.vel.0.z += data.dt.0 * GRAVITY,
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}
update
}
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}