Merge branch 'shandley/weapon-wield-sfx' into 'master'

Add weapon wield/unwield sfx support

Closes #486

See merge request veloren/veloren!805
This commit is contained in:
Justin Shipsey 2020-02-21 02:56:54 +00:00
commit 13cbef7865
8 changed files with 647 additions and 408 deletions

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@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Tanslation status tracking
- Added gamma setting
- Added new orc hairstyles
- Added sfx for wielding/unwielding weapons
### Changed

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@ -23,5 +23,17 @@
],
threshold: 0.5,
),
Wield(Sword): (
files: [
"voxygen.audio.sfx.weapon.sword_out",
],
threshold: 0.5,
),
Unwield(Sword): (
files: [
"voxygen.audio.sfx.weapon.sword_in",
],
threshold: 0.5,
),
}
)

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assets/voxygen/audio/sfx/weapon/sword_in.wav (Stored with Git LFS) Normal file

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assets/voxygen/audio/sfx/weapon/sword_out.wav (Stored with Git LFS) Normal file

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@ -20,11 +20,6 @@ impl SfxEventItem {
#[derive(Copy, Clone, Debug, PartialEq, Deserialize, Hash, Eq)]
pub enum SfxEvent {
Idle,
PlaceBlock,
RemoveBlock,
OpenChest,
ChatTellReceived,
OpenBag,
Run,
Roll,
Climb,
@ -36,10 +31,8 @@ pub enum SfxEvent {
Fall,
ExperienceGained,
LevelUp,
LightLantern,
ExtinguishLantern,
Attack(Tool),
AttackWolf,
Wield(Tool),
Unwield(Tool),
}
pub enum LocalEvent {

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@ -1,399 +0,0 @@
/// event_mapper::movement watches all local entities movements and determines
/// which sfx to emit, and the position at which the sound should be emitted
/// from
use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
use client::Client;
use common::{
comp::{ActionState, Body, CharacterState, MovementState, Pos, Vel},
event::{EventBus, SfxEvent, SfxEventItem},
};
use hashbrown::HashMap;
use specs::{Entity as EcsEntity, Join, WorldExt};
use std::time::{Duration, Instant};
use vek::*;
#[derive(Clone)]
struct LastSfxEvent {
event: SfxEvent,
time: Instant,
}
pub struct MovementEventMapper {
event_history: HashMap<EcsEntity, LastSfxEvent>,
}
impl MovementEventMapper {
pub fn new() -> Self {
Self {
event_history: HashMap::new(),
}
}
pub fn maintain(&mut self, client: &Client, triggers: &SfxTriggers) {
const SFX_DIST_LIMIT_SQR: f32 = 22500.0;
let ecs = client.state().ecs();
let player_position = ecs
.read_storage::<Pos>()
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
for (entity, pos, vel, body, character) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Vel>(),
&ecs.read_storage::<Body>(),
ecs.read_storage::<CharacterState>().maybe(),
)
.join()
.filter(|(_, e_pos, ..)| {
(e_pos.0.distance_squared(player_position)) < SFX_DIST_LIMIT_SQR
})
{
if let Some(character) = character {
let state = self
.event_history
.entry(entity)
.or_insert_with(|| LastSfxEvent {
event: SfxEvent::Idle,
time: Instant::now(),
});
let mapped_event = match body {
Body::Humanoid(_) => {
Self::map_movement_event(character, state.event.clone(), vel.0)
},
Body::QuadrupedMedium(_) => {
// TODO: Quadriped running sfx
SfxEvent::Idle
},
_ => SfxEvent::Idle,
};
// Check for SFX config entry for this movement
if Self::should_emit(state, triggers.get_key_value(&mapped_event)) {
ecs.read_resource::<EventBus<SfxEventItem>>()
.emitter()
.emit(SfxEventItem::new(mapped_event, Some(pos.0)));
// Update the last play time
state.event = mapped_event;
state.time = Instant::now();
} else {
// Keep the last event, it may not have an SFX trigger but it helps us determine
// the next one
state.event = mapped_event;
}
}
}
self.cleanup(client.entity());
}
/// As the player explores the world, we track the last event of the nearby
/// entities to determine the correct SFX item to play next based on
/// their activity. `cleanup` will remove entities from event tracking if
/// they have not triggered an event for > n seconds. This prevents
/// stale records from bloating the Map size.
fn cleanup(&mut self, player: EcsEntity) {
const TRACKING_TIMEOUT: u64 = 15;
let now = Instant::now();
self.event_history.retain(|entity, event| {
now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
|| entity.id() == player.id()
});
}
/// When specific entity movements are detected, the associated sound (if
/// any) needs to satisfy two conditions to be allowed to play:
/// 1. An sfx.ron entry exists for the movement (we need to know which sound
/// file(s) to play) 2. The sfx has not been played since it's timeout
/// threshold has elapsed, which prevents firing every tick
fn should_emit(
last_play_entry: &LastSfxEvent,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
) -> bool {
if let Some((event, item)) = sfx_trigger_item {
if &last_play_entry.event == event {
last_play_entry.time.elapsed().as_secs_f64() >= item.threshold
} else {
true
}
} else {
false
}
}
/// Voxygen has an existing list of character states via `MovementState::*`
/// and `ActionState::*` however that list does not provide enough
/// resolution to target specific entity events, such as opening or
/// closing the glider. These methods translate those entity states with
/// some additional data into more specific `SfxEvent`'s which we attach
/// sounds to
fn map_movement_event(
current_event: &CharacterState,
previous_event: SfxEvent,
vel: Vec3<f32>,
) -> SfxEvent {
match (current_event.movement, current_event.action, previous_event) {
(_, ActionState::Roll { .. }, _) => SfxEvent::Roll,
(MovementState::Climb, ..) => SfxEvent::Climb,
(MovementState::Swim, ..) => SfxEvent::Swim,
(MovementState::Run, ..) => {
// If the entitys's velocity is very low, they may be stuck, or walking into a
// solid object. We should not trigger the run SFX in this case,
// even if their move state indicates running. The 0.1 value is
// an approximation from playtesting scenarios where this can occur.
if vel.magnitude() > 0.1 {
SfxEvent::Run
} else {
SfxEvent::Idle
}
},
(MovementState::Jump, ..) => SfxEvent::Jump,
(MovementState::Fall, _, SfxEvent::Glide) => SfxEvent::GliderClose,
(MovementState::Stand, _, SfxEvent::Fall) => SfxEvent::Run,
(MovementState::Fall, _, SfxEvent::Jump) => SfxEvent::Idle,
(MovementState::Fall, _, _) => SfxEvent::Fall,
(MovementState::Glide, _, previous_event) => {
if previous_event != SfxEvent::GliderOpen && previous_event != SfxEvent::Glide {
SfxEvent::GliderOpen
} else {
SfxEvent::Glide
}
},
(MovementState::Stand, _, SfxEvent::Glide) => SfxEvent::GliderClose,
_ => SfxEvent::Idle,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use common::{
comp::{ActionState, MovementState},
event::SfxEvent,
};
use std::time::{Duration, Instant};
#[test]
fn no_item_config_no_emit() {
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Idle,
time: Instant::now(),
};
let result = MovementEventMapper::should_emit(&last_sfx_event, None);
assert_eq!(result, false);
}
#[test]
fn config_but_played_since_threshold_no_emit() {
let event = SfxEvent::Run;
let trigger_item = SfxTriggerItem {
files: vec![String::from("some.path.to.sfx.file")],
threshold: 1.0,
};
// Triggered a 'Run' 0 seconds ago
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Run,
time: Instant::now(),
};
let result =
MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
assert_eq!(result, false);
}
#[test]
fn config_and_not_played_since_threshold_emits() {
let event = SfxEvent::Run;
let trigger_item = SfxTriggerItem {
files: vec![String::from("some.path.to.sfx.file")],
threshold: 0.5,
};
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Idle,
time: Instant::now().checked_add(Duration::from_secs(1)).unwrap(),
};
let result =
MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
assert_eq!(result, true);
}
#[test]
fn same_previous_event_elapsed_emits() {
let event = SfxEvent::Run;
let trigger_item = SfxTriggerItem {
files: vec![String::from("some.path.to.sfx.file")],
threshold: 0.5,
};
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Run,
time: Instant::now()
.checked_sub(Duration::from_millis(500))
.unwrap(),
};
let result =
MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
assert_eq!(result, true);
}
#[test]
fn maps_idle() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
SfxEvent::Idle,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::Idle);
}
#[test]
fn maps_run_with_sufficient_velocity() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Run,
action: ActionState::Idle,
},
SfxEvent::Idle,
Vec3::new(0.5, 0.8, 0.0),
);
assert_eq!(result, SfxEvent::Run);
}
#[test]
fn does_not_map_run_with_insufficient_velocity() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Run,
action: ActionState::Idle,
},
SfxEvent::Idle,
Vec3::new(0.02, 0.0001, 0.0),
);
assert_eq!(result, SfxEvent::Idle);
}
#[test]
fn maps_roll() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
action: ActionState::Roll {
time_left: Duration::new(1, 0),
was_wielding: false,
},
movement: MovementState::Run,
},
SfxEvent::Run,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::Roll);
}
#[test]
fn maps_fall() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Fall,
action: ActionState::Idle,
},
SfxEvent::Fall,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::Fall);
}
#[test]
fn maps_land_on_ground_to_run() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
SfxEvent::Fall,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::Run);
}
#[test]
fn maps_glider_open() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Glide,
action: ActionState::Idle,
},
SfxEvent::Jump,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::GliderOpen);
}
#[test]
fn maps_glide() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Glide,
action: ActionState::Idle,
},
SfxEvent::Glide,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::Glide);
}
#[test]
fn maps_glider_close_when_closing_mid_flight() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Fall,
action: ActionState::Idle,
},
SfxEvent::Glide,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::GliderClose);
}
#[test]
fn maps_glider_close_when_landing() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
SfxEvent::Glide,
Vec3::zero(),
);
assert_eq!(result, SfxEvent::GliderClose);
}
}

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@ -0,0 +1,207 @@
/// event_mapper::movement watches all local entities movements and determines
/// which sfx to emit, and the position at which the sound should be emitted
/// from
use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
use client::Client;
use common::{
comp::{ActionState, Body, CharacterState, Item, ItemKind, MovementState, Pos, Stats, Vel},
event::{EventBus, SfxEvent, SfxEventItem},
};
use hashbrown::HashMap;
use specs::{Entity as EcsEntity, Join, WorldExt};
use std::time::{Duration, Instant};
use vek::*;
#[derive(Clone)]
struct LastSfxEvent {
event: SfxEvent,
weapon_drawn: bool,
time: Instant,
}
pub struct MovementEventMapper {
event_history: HashMap<EcsEntity, LastSfxEvent>,
}
impl MovementEventMapper {
pub fn new() -> Self {
Self {
event_history: HashMap::new(),
}
}
pub fn maintain(&mut self, client: &Client, triggers: &SfxTriggers) {
const SFX_DIST_LIMIT_SQR: f32 = 22500.0;
let ecs = client.state().ecs();
let player_position = ecs
.read_storage::<Pos>()
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
for (entity, pos, vel, body, stats, character) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Vel>(),
&ecs.read_storage::<Body>(),
&ecs.read_storage::<Stats>(),
ecs.read_storage::<CharacterState>().maybe(),
)
.join()
.filter(|(_, e_pos, ..)| {
(e_pos.0.distance_squared(player_position)) < SFX_DIST_LIMIT_SQR
})
{
if let Some(character) = character {
let state = self
.event_history
.entry(entity)
.or_insert_with(|| LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
});
let mapped_event = match body {
Body::Humanoid(_) => Self::map_movement_event(character, state, vel.0, stats),
Body::QuadrupedMedium(_) => {
// TODO: Quadriped running sfx
SfxEvent::Idle
},
_ => SfxEvent::Idle,
};
// Check for SFX config entry for this movement
if Self::should_emit(state, triggers.get_key_value(&mapped_event)) {
ecs.read_resource::<EventBus<SfxEventItem>>()
.emitter()
.emit(SfxEventItem::new(mapped_event, Some(pos.0)));
// Update the last play time
state.event = mapped_event;
state.time = Instant::now();
state.weapon_drawn = Self::has_weapon_drawn(character.action);
} else {
// Keep the last event, it may not have an SFX trigger but it helps us determine
// the next one
state.event = mapped_event;
}
}
}
self.cleanup(client.entity());
}
/// As the player explores the world, we track the last event of the nearby
/// entities to determine the correct SFX item to play next based on
/// their activity. `cleanup` will remove entities from event tracking if
/// they have not triggered an event for > n seconds. This prevents
/// stale records from bloating the Map size.
fn cleanup(&mut self, player: EcsEntity) {
const TRACKING_TIMEOUT: u64 = 15;
let now = Instant::now();
self.event_history.retain(|entity, event| {
now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
|| entity.id() == player.id()
});
}
/// When specific entity movements are detected, the associated sound (if
/// any) needs to satisfy two conditions to be allowed to play:
/// 1. An sfx.ron entry exists for the movement (we need to know which sound
/// file(s) to play) 2. The sfx has not been played since it's timeout
/// threshold has elapsed, which prevents firing every tick
fn should_emit(
last_play_entry: &LastSfxEvent,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
) -> bool {
if let Some((event, item)) = sfx_trigger_item {
if &last_play_entry.event == event {
last_play_entry.time.elapsed().as_secs_f64() >= item.threshold
} else {
true
}
} else {
false
}
}
/// Voxygen has an existing list of character states via `MovementState::*`
/// and `ActionState::*` however that list does not provide enough
/// resolution to target specific entity events, such as opening or
/// closing the glider. These methods translate those entity states with
/// some additional data into more specific `SfxEvent`'s which we attach
/// sounds to
fn map_movement_event(
current_event: &CharacterState,
previous_event: &LastSfxEvent,
vel: Vec3<f32>,
stats: &Stats,
) -> SfxEvent {
// Handle any weapon wielding changes up front. Doing so here first simplifies
// handling the movement/action state later, since they don't require querying
// stats or previous wield state.
if let Some(Item {
kind: ItemKind::Tool { kind, .. },
..
}) = stats.equipment.main
{
if let Some(wield_event) = match (
previous_event.weapon_drawn,
Self::has_weapon_drawn(current_event.action),
) {
(false, true) => Some(SfxEvent::Wield(kind)),
(true, false) => Some(SfxEvent::Unwield(kind)),
_ => None,
} {
return wield_event;
}
}
// Match all other Movemement and Action states
match (
current_event.movement,
current_event.action,
previous_event.event,
) {
(_, ActionState::Roll { .. }, _) => SfxEvent::Roll,
(MovementState::Climb, ..) => SfxEvent::Climb,
(MovementState::Swim, ..) => SfxEvent::Swim,
(MovementState::Run, ..) => {
// If the entitys's velocity is very low, they may be stuck, or walking into a
// solid object. We should not trigger the run SFX in this case,
// even if their move state indicates running. The 0.1 value is
// an approximation from playtesting scenarios where this can occur.
if vel.magnitude() > 0.1 {
SfxEvent::Run
} else {
SfxEvent::Idle
}
},
(MovementState::Jump, ..) => SfxEvent::Jump,
(MovementState::Fall, _, SfxEvent::Glide) => SfxEvent::GliderClose,
(MovementState::Stand, _, SfxEvent::Fall) => SfxEvent::Run,
(MovementState::Fall, _, SfxEvent::Jump) => SfxEvent::Idle,
(MovementState::Fall, _, _) => SfxEvent::Fall,
(MovementState::Glide, _, previous_event) => {
if previous_event != SfxEvent::GliderOpen && previous_event != SfxEvent::Glide {
SfxEvent::GliderOpen
} else {
SfxEvent::Glide
}
},
(MovementState::Stand, _, SfxEvent::Glide) => SfxEvent::GliderClose,
_ => SfxEvent::Idle,
}
}
/// Returns true for any state where the player has their weapon drawn. This
/// helps us manage the wield/unwield sfx events
fn has_weapon_drawn(state: ActionState) -> bool {
state.is_wield() | state.is_attack() | state.is_block() | state.is_charge()
}
}
#[cfg(test)] mod tests;

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@ -0,0 +1,419 @@
use super::*;
use common::{
assets,
comp::{humanoid, item::Tool, ActionState, Body, MovementState, Stats},
event::SfxEvent,
};
use std::time::{Duration, Instant};
#[test]
fn no_item_config_no_emit() {
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
};
let result = MovementEventMapper::should_emit(&last_sfx_event, None);
assert_eq!(result, false);
}
#[test]
fn config_but_played_since_threshold_no_emit() {
let event = SfxEvent::Run;
let trigger_item = SfxTriggerItem {
files: vec![String::from("some.path.to.sfx.file")],
threshold: 1.0,
};
// Triggered a 'Run' 0 seconds ago
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Run,
weapon_drawn: false,
time: Instant::now(),
};
let result = MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
assert_eq!(result, false);
}
#[test]
fn config_and_not_played_since_threshold_emits() {
let event = SfxEvent::Run;
let trigger_item = SfxTriggerItem {
files: vec![String::from("some.path.to.sfx.file")],
threshold: 0.5,
};
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now().checked_add(Duration::from_secs(1)).unwrap(),
};
let result = MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
assert_eq!(result, true);
}
#[test]
fn same_previous_event_elapsed_emits() {
let event = SfxEvent::Run;
let trigger_item = SfxTriggerItem {
files: vec![String::from("some.path.to.sfx.file")],
threshold: 0.5,
};
let last_sfx_event = LastSfxEvent {
event: SfxEvent::Run,
weapon_drawn: false,
time: Instant::now()
.checked_sub(Duration::from_millis(500))
.unwrap(),
};
let result = MovementEventMapper::should_emit(&last_sfx_event, Some((&event, &trigger_item)));
assert_eq!(result, true);
}
#[test]
fn maps_idle() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Idle);
}
#[test]
fn maps_run_with_sufficient_velocity() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Run,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::new(0.5, 0.8, 0.0),
&stats,
);
assert_eq!(result, SfxEvent::Run);
}
#[test]
fn does_not_map_run_with_insufficient_velocity() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Run,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::new(0.02, 0.0001, 0.0),
&stats,
);
assert_eq!(result, SfxEvent::Idle);
}
#[test]
fn maps_roll() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
action: ActionState::Roll {
time_left: Duration::new(1, 0),
was_wielding: false,
},
movement: MovementState::Run,
},
&LastSfxEvent {
event: SfxEvent::Run,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Roll);
}
#[test]
fn maps_fall() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Fall,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Fall,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Fall);
}
#[test]
fn maps_land_on_ground_to_run() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Fall,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Run);
}
#[test]
fn maps_glider_open() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Glide,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Jump,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::GliderOpen);
}
#[test]
fn maps_glide() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Glide,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Glide,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Glide);
}
#[test]
fn maps_glider_close_when_closing_mid_flight() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Fall,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Glide,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::GliderClose);
}
#[test]
fn maps_glider_close_when_landing() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Glide,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::GliderClose);
}
#[test]
fn maps_wield() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
Some(assets::load_expect_cloned(
"common.items.weapons.starter_sword",
)),
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Wield {
time_left: Duration::from_millis(800),
},
},
&LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Wield(Tool::Sword));
}
#[test]
fn maps_unwield() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
Some(assets::load_expect_cloned(
"common.items.weapons.starter_axe",
)),
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Stand,
action: ActionState::Idle,
},
&LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: true,
time: Instant::now(),
},
Vec3::zero(),
&stats,
);
assert_eq!(result, SfxEvent::Unwield(Tool::Axe));
}
#[test]
fn does_not_map_wield_when_no_main_weapon() {
let stats = Stats::new(
String::from("test"),
Body::Humanoid(humanoid::Body::random()),
None,
);
let result = MovementEventMapper::map_movement_event(
&CharacterState {
movement: MovementState::Run,
action: ActionState::Wield {
time_left: Duration::from_millis(600),
},
},
&LastSfxEvent {
event: SfxEvent::Idle,
weapon_drawn: false,
time: Instant::now(),
},
Vec3::new(0.5, 0.8, 0.0),
&stats,
);
assert_eq!(result, SfxEvent::Run);
}