veloren/common/src/states/roll.rs

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use crate::{
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comp::{CharacterState, StateUpdate},
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sys::character_behavior::{CharacterBehavior, JoinData},
util::safe_slerp,
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};
use std::time::Duration;
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use vek::Vec3;
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const ROLL_SPEED: f32 = 15.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// How long the state has until exiting
pub remaining_duration: Duration,
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/// Had weapon
pub was_wielded: bool,
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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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// Update velocity
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
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+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
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.try_normalized()
.unwrap_or_default()
* ROLL_SPEED;
// Smooth orientation
update.ori.0 = safe_slerp(update.ori.0, update.vel.0.into(), 9.0 * data.dt.0);
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if self.remaining_duration == Duration::default() {
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// Roll duration has expired
update.vel.0 *= 0.3;
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if self.was_wielded {
update.character = CharacterState::Wielding;
} else {
update.character = CharacterState::Idle;
}
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} else {
// Otherwise, tick down remaining_duration
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update.character = CharacterState::Roll(Data {
remaining_duration: self
.remaining_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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was_wielded: self.was_wielded,
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});
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}
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update
}
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}