2019-06-09 14:20:20 +00:00
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use crate::{
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comp::{
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2019-06-29 20:11:21 +00:00
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ActionState, Animation, AnimationInfo, Attacking, Controller, Gliding, HealthSource,
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Jumping, MoveDir, OnGround, Respawning, Rolling, Stats, {ForceUpdate, Ori, Pos, Vel},
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2019-06-09 14:20:20 +00:00
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},
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2019-06-11 19:28:25 +00:00
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state::DeltaTime,
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2019-06-09 14:20:20 +00:00
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};
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2019-06-11 19:28:25 +00:00
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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2019-06-09 14:20:20 +00:00
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2019-06-09 19:33:20 +00:00
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/// This system is responsible for validating controller inputs
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2019-06-09 14:20:20 +00:00
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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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Read<'a, DeltaTime>,
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ReadStorage<'a, Controller>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Vel>,
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ReadStorage<'a, Ori>,
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WriteStorage<'a, ActionState>,
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WriteStorage<'a, MoveDir>,
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WriteStorage<'a, Jumping>,
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WriteStorage<'a, Attacking>,
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WriteStorage<'a, Rolling>,
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WriteStorage<'a, Respawning>,
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WriteStorage<'a, Gliding>,
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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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dt,
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controllers,
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stats,
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positions,
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velocities,
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orientations,
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mut action_states,
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mut move_dirs,
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mut jumpings,
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mut attackings,
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mut rollings,
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mut respawns,
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mut glidings,
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): Self::SystemData,
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) {
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for (entity, controller, stats, pos, vel, ori, mut a) in (
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&entities,
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&controllers,
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&stats,
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&positions,
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&velocities,
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&orientations,
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// Although this is changed, it is only kept for this system
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// as it will be replaced in the action state system
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&mut action_states,
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)
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.join()
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{
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if stats.is_dead {
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// Respawn
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if controller.respawn {
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respawns.insert(entity, Respawning);
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}
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continue;
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}
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2019-06-16 15:40:47 +00:00
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// Move dir
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if !a.rolling {
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move_dirs.insert(
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entity,
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MoveDir(if controller.move_dir.magnitude_squared() > 1.0 {
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controller.move_dir.normalized()
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} else {
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controller.move_dir
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}),
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);
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}
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// Glide
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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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}
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// Attack
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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
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&& !a.rolling
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&& a.on_ground
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&& a.moving
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&& !a.attacking
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&& !a.gliding
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{
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rollings.insert(entity, Rolling::start());
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a.rolling = true;
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}
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// Jump
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if controller.jump && a.on_ground && vel.0.z <= 0.0 {
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jumpings.insert(entity, Jumping);
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a.on_ground = false;
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}
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}
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}
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}
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