veloren/common/src/states/utils.rs

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use crate::{
comp::{
item::{Hands, ItemKind, Tool},
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Body, CharacterState, StateUpdate,
},
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event::LocalEvent,
states::*,
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sys::{character_behavior::JoinData, phys::GRAVITY},
util::Dir,
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};
use serde::{Deserialize, Serialize};
use vek::*;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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const BASE_HUMANOID_AIR_ACCEL: f32 = 8.0;
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const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0;
const BASE_HUMANOID_WATER_SPEED: f32 = 180.0;
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// const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
// const ROLL_SPEED: f32 = 17.0;
// const CHARGE_SPEED: f32 = 20.0;
// const GLIDE_ACCEL: f32 = 15.0;
// const GLIDE_SPEED: f32 = 45.0;
// const BLOCK_ACCEL: f32 = 30.0;
// const BLOCK_SPEED: f32 = 75.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15 //TODO: <- is wrong
//
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// const GLIDE_ANTIGRAV: f32 = GRAVITY * 0.96;
// const CLIMB_SPEED: f32 = 5.0;
// const CLIMB_COST: i32 = 5;
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impl Body {
pub fn base_accel(&self) -> f32 {
match self {
Body::Humanoid(_) => 100.0,
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Body::QuadrupedSmall(_) => 125.0,
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Body::QuadrupedMedium(_) => 180.0,
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Body::BirdMedium(_) => 80.0,
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Body::FishMedium(_) => 50.0,
Body::Dragon(_) => 250.0,
Body::BirdSmall(_) => 75.0,
Body::FishSmall(_) => 40.0,
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Body::BipedLarge(_) => 75.0,
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Body::Object(_) => 40.0,
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Body::Golem(_) => 60.0,
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Body::Theropod(_) => 135.0,
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Body::QuadrupedLow(_) => 120.0,
}
}
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pub fn base_ori_rate(&self) -> f32 {
match self {
Body::Humanoid(_) => 20.0,
Body::QuadrupedSmall(_) => 15.0,
Body::QuadrupedMedium(_) => 10.0,
Body::BirdMedium(_) => 30.0,
Body::FishMedium(_) => 5.0,
Body::Dragon(_) => 5.0,
Body::BirdSmall(_) => 35.0,
Body::FishSmall(_) => 10.0,
Body::BipedLarge(_) => 12.0,
Body::Object(_) => 5.0,
Body::Golem(_) => 8.0,
Body::Theropod(_) => 35.0,
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Body::QuadrupedLow(_) => 12.0,
}
}
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}
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/// Handles updating `Components` to move player based on state of `JoinData`
pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
if let Some(depth) = data.physics.in_fluid {
swim_move(data, update, efficiency, depth);
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} else {
basic_move(data, update, efficiency);
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}
}
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/// Updates components to move player as if theyre on ground or in air
#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
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BASE_HUMANOID_AIR_ACCEL
};
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update.vel.0 =
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency;
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handle_orientation(data, update, data.body.base_ori_rate());
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}
/// Similar to basic_move function, but with forced forward movement
pub fn forward_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, forward: f32) {
let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
BASE_HUMANOID_AIR_ACCEL
};
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* (data.inputs.move_dir * efficiency + (*update.ori.0).xy() * forward);
handle_orientation(data, update, data.body.base_ori_rate() * efficiency);
}
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
// Set direction based on move direction
let ori_dir = if update.character.is_block() || update.character.is_attack() {
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data.inputs.look_dir.xy()
} else if !data.inputs.move_dir.is_approx_zero() {
data.inputs.move_dir
} else {
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update.ori.0.xy()
};
// Smooth orientation
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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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/// Updates components to move player as if theyre swimming
fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) {
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// Update velocity
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
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* if update.vel.0.magnitude_squared() < BASE_HUMANOID_WATER_SPEED.powf(2.0) {
BASE_HUMANOID_WATER_ACCEL
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} else {
0.0
}
* efficiency;
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handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
// Swim
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if data.inputs.swimup.is_pressed() {
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update.vel.0.z = (update.vel.0.z
+ data.dt.0 * GRAVITY * 4.0 * depth.clamped(0.0, 1.0).powf(3.0))
.min(BASE_HUMANOID_WATER_SPEED);
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}
// Swim
if data.inputs.swimdown.is_pressed() {
update.vel.0.z =
(update.vel.0.z + data.dt.0 * GRAVITY * -3.5).min(BASE_HUMANOID_WATER_SPEED);
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}
}
/// First checks whether `primary`, `secondary` or `ability3` input is pressed,
/// then attempts to go into Equipping state, otherwise Idle
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()
{
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attempt_wield(data, update);
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}
}
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/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
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update.character = CharacterState::Equipping(equipping::Data {
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time_left: tool.equip_time(),
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});
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} else {
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update.character = CharacterState::Idle;
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};
}
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/// Checks that player can `Sit` and updates `CharacterState` if so
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pub fn attempt_sit(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground {
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update.character = CharacterState::Sit;
}
}
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pub fn attempt_dance(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Dance;
}
}
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pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Sneak;
}
}
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/// Checks that player can `Climb` and updates `CharacterState` if so
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pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.climb.is_some()
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&& data.physics.on_wall.is_some()
&& !data.physics.on_ground
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&& !data
.physics
.in_fluid
.map(|depth| depth > 1.0)
.unwrap_or(false)
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//&& update.vel.0.z < 0.0
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&& data.body.is_humanoid()
&& update.energy.current() > 100
{
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update.character = CharacterState::Climb;
}
}
/// Checks that player can Swap Weapons and updates `Loadout` if so
pub fn attempt_swap_loadout(data: &JoinData, update: &mut StateUpdate) {
if data.loadout.second_item.is_some() {
update.swap_loadout = true;
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}
}
/// Checks that player can wield the glider and updates `CharacterState` if so
pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground
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&& data.loadout.glider.is_some()
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&& !data
.physics
.in_fluid
.map(|depth| depth > 1.0)
.unwrap_or(false)
&& data.body.is_humanoid()
{
update.character = CharacterState::GlideWield;
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}
}
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/// Checks that player can jump and sends jump event if so
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pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.jump.is_pressed()
&& data.physics.on_ground
&& !data
.physics
.in_fluid
.map(|depth| depth > 1.0)
.unwrap_or(false)
{
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update
.local_events
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.push_front(LocalEvent::Jump(data.entity));
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}
}
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/// Will attempt to go into `loadout.active_item.ability1`
pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.primary.is_pressed() {
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if let Some(ability) = data
.loadout
.active_item
.as_ref()
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.and_then(|i| i.ability1.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
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{
update.character = ability.into();
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}
}
}
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/// Will attempt to go into `loadout.active_item.ability2`
pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.secondary.is_pressed() {
let active_tool_kind = match data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
_ => None,
};
let second_tool_kind = match data.loadout.second_item.as_ref().map(|i| i.item.kind()) {
Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
_ => None,
};
match (
active_tool_kind.map(|tk| tk.hands()),
second_tool_kind.map(|tk| tk.hands()),
) {
(Some(Hands::TwoHand), _) => {
if let Some(ability) = data
.loadout
.active_item
.as_ref()
.and_then(|i| i.ability2.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = ability.into();
}
},
(_, Some(Hands::OneHand)) => {
if let Some(ability) = data
.loadout
.second_item
.as_ref()
.and_then(|i| i.ability2.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = ability.into();
}
},
(_, _) => {},
};
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}
}
/// Will attempt to go into `loadout.active_item.ability3`
pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.ability3.is_pressed() {
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if let Some(ability) = data
.loadout
.active_item
.as_ref()
.and_then(|i| i.ability3.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
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{
update.character = ability.into();
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}
}
}
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/// Checks that player can perform a dodge, then
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/// attempts to go into `loadout.active_item.dodge_ability`
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pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.roll.is_pressed() {
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if let Some(ability) = data
.loadout
.active_item
.as_ref()
.and_then(|i| i.dodge_ability.as_ref())
.filter(|ability| ability.requirements_paid(data, update))
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{
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if data.character.is_wield() {
update.character = ability.into();
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_wielded = true;
}
} else {
update.character = ability.into();
}
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}
}
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}
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pub fn unwrap_tool_data<'a>(data: &'a JoinData) -> Option<&'a Tool> {
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
Some(tool)
} else {
None
}
}
pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate) {
handle_ability1_input(data, update);
handle_ability2_input(data, update);
handle_ability3_input(data, update);
handle_dodge_input(data, update);
}
/// 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.
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#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum StageSection {
Buildup,
Swing,
Recover,
Charge,
Cast,
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Shoot,
Movement,
}