veloren/common/src/comp/states/climb.rs

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use super::{
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ActionState::*, EcsStateData, FallState, IdleState, JumpState, MoveState::*, StandState,
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StateHandler, StateUpdate,
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};
use super::{CLIMB_SPEED, HUMANOID_CLIMB_ACCEL, HUMANOID_SPEED};
use crate::sys::phys::GRAVITY;
use vek::vec::{Vec2, Vec3};
use vek::Lerp;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct ClimbState;
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impl StateHandler for ClimbState {
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fn new(ecs_data: &EcsStateData) -> Self {
Self {}
}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
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pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
character: *ecs_data.character,
};
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update.character.action_state = Idle(Some(IdleState));
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// Move player
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update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
* ecs_data.inputs.move_dir
* if update.vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) {
HUMANOID_CLIMB_ACCEL
} else {
0.0
};
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// Set orientation direction based on wall direction
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let ori_dir = if let Some(wall_dir) = ecs_data.physics.on_wall {
if Vec2::<f32>::from(wall_dir).magnitude_squared() > 0.001 {
Vec2::from(wall_dir).normalized()
} else {
Vec2::from(update.vel.0)
}
} else {
Vec2::from(update.vel.0)
};
if ori_dir.magnitude_squared() > 0.0001
&& (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
> 0.001
{
update.ori.0 = vek::ops::Slerp::slerp(
update.ori.0,
ori_dir.into(),
if ecs_data.physics.on_ground { 9.0 } else { 2.0 } * ecs_data.dt.0,
);
}
// Apply Vertical Climbing Movement
if let (true, Some(_wall_dir)) = (
(ecs_data.inputs.climb.is_pressed() | ecs_data.inputs.climb_down.is_pressed())
&& update.vel.0.z <= CLIMB_SPEED,
ecs_data.physics.on_wall,
) {
if ecs_data.inputs.climb_down.is_pressed() && !ecs_data.inputs.climb.is_pressed() {
update.vel.0 -=
ecs_data.dt.0 * update.vel.0.map(|e| e.abs().powf(1.5) * e.signum() * 6.0);
} else if ecs_data.inputs.climb.is_pressed() && !ecs_data.inputs.climb_down.is_pressed()
{
update.vel.0.z = (update.vel.0.z + ecs_data.dt.0 * GRAVITY * 1.25).min(CLIMB_SPEED);
} else {
update.vel.0.z = update.vel.0.z + ecs_data.dt.0 * GRAVITY * 1.5;
update.vel.0 = Lerp::lerp(
update.vel.0,
Vec3::zero(),
30.0 * ecs_data.dt.0 / (1.0 - update.vel.0.z.min(0.0) * 5.0),
);
}
}
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// If no wall is infront of character ...
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if let None = ecs_data.physics.on_wall {
if ecs_data.inputs.jump.is_pressed() {
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// They've climbed atop something, give them a boost
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update.character.move_state = Jump(Some(JumpState));
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return update;
} else {
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// Just fall off
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update.character.move_state = Fall(Some(FallState));
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return update;
}
}
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// Remove climb state on ground, otherwise character will get stuck
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if ecs_data.physics.on_ground {
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update.character.move_state = Stand(Some(StandState));
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return update;
}
return update;
}
}