veloren/common/src/sys/controller.rs

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use crate::{
comp::{
ActionState, Animation, AnimationInfo, Attacking, Controller, Gliding, HealthSource,
Jumping, MoveDir, OnGround, Respawning, Rolling, Stats, {ForceUpdate, Ori, Pos, Vel},
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},
state::DeltaTime,
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};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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/// This system is responsible for validating controller inputs
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pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, DeltaTime>,
ReadStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Pos>,
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ReadStorage<'a, Vel>,
ReadStorage<'a, Ori>,
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WriteStorage<'a, ActionState>,
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WriteStorage<'a, MoveDir>,
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WriteStorage<'a, Jumping>,
WriteStorage<'a, Attacking>,
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WriteStorage<'a, Rolling>,
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WriteStorage<'a, Respawning>,
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WriteStorage<'a, Gliding>,
);
fn run(
&mut self,
(
entities,
dt,
controllers,
stats,
positions,
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velocities,
orientations,
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mut action_states,
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mut move_dirs,
mut jumpings,
mut attackings,
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mut rollings,
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mut respawns,
mut glidings,
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): Self::SystemData,
) {
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for (entity, controller, stats, pos, vel, ori, mut a) in (
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&entities,
&controllers,
&stats,
&positions,
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&velocities,
&orientations,
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// Although this is changed, it is only kept for this system
// as it will be replaced in the action state system
&mut action_states,
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)
.join()
{
if stats.is_dead {
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// Respawn
if controller.respawn {
respawns.insert(entity, Respawning);
}
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continue;
}
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// Move dir
if !a.rolling {
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move_dirs.insert(
entity,
MoveDir(if controller.move_dir.magnitude_squared() > 1.0 {
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controller.move_dir.normalized()
} else {
controller.move_dir
}),
);
}
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// Glide
if controller.glide && !a.on_ground && !a.attacking && !a.rolling {
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glidings.insert(entity, Gliding);
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a.gliding = true;
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} else {
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glidings.remove(entity);
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a.gliding = false;
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}
// Attack
if controller.attack && !a.attacking && !a.gliding && !a.rolling {
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attackings.insert(entity, Attacking::start());
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a.attacking = true;
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}
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// Roll
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if controller.roll
&& !a.rolling
&& a.on_ground
&& a.moving
&& !a.attacking
&& !a.gliding
{
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rollings.insert(entity, Rolling::start());
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a.rolling = true;
}
// Jump
if controller.jump && a.on_ground && vel.0.z <= 0.0 {
jumpings.insert(entity, Jumping);
a.on_ground = false;
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}
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}
}
}