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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Rename controller main, alt to primary, secondary
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a95893e43b
commit
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@ -4,11 +4,11 @@ use vek::*;
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct Controller {
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pub primary: bool,
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pub secondary: bool,
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pub move_dir: Vec2<f32>,
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pub look_dir: Vec3<f32>,
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pub jump: bool,
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pub main: bool,
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pub alt: bool,
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pub roll: bool,
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pub glide: bool,
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pub respawn: bool,
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@ -87,9 +87,9 @@ impl<'a> System<'a> for Sys {
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Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.5;
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if rand::random::<f32>() < 0.05 {
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controller.main = true;
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controller.primary = true;
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} else {
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controller.main = false;
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controller.primary = false;
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}
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} else if dist < SIGHT_DIST {
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controller.move_dir =
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@ -97,7 +97,7 @@ impl<'a> System<'a> for Sys {
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}
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// Wield
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if controller.main
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if controller.primary
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&& character.action == Idle
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&& (character.movement == Stand || character.movement == Run)
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{
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@ -109,7 +109,7 @@ impl<'a> System<'a> for Sys {
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match stats.equipment.main {
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Some(Item::Tool { .. }) => {
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// Attack
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if controller.main
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if controller.primary
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&& (character.movement == Stand
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|| character.movement == Run
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|| character.movement == Jump)
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@ -126,25 +126,25 @@ impl<'a> System<'a> for Sys {
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}
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// Block
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if controller.alt
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if controller.secondary
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&& (character.movement == Stand || character.movement == Run)
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&& (character.action == Idle || character.action.is_wield())
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{
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character.action = Block {
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time_left: Duration::from_secs(5),
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};
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} else if !controller.alt && character.action.is_block() {
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} else if !controller.secondary && character.action.is_block() {
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character.action = Idle;
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}
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}
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Some(Item::Debug(item::Debug::Boost)) => {
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if controller.main {
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if controller.primary {
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local_emitter.emit(LocalEvent::Boost {
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entity,
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vel: controller.look_dir * 7.0,
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});
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}
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if controller.alt {
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if controller.secondary {
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// Go upward
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local_emitter.emit(LocalEvent::Boost {
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entity,
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@ -129,7 +129,7 @@ impl PlayState for SessionState {
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Event::Close => {
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return PlayStateResult::Shutdown;
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}
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Event::InputUpdate(GameInput::Main, state) => {
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Event::InputUpdate(GameInput::Primary, state) => {
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// Check the existence of CanBuild component. If it's here, use LMB to
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// place blocks, if not, use it to attack
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let mut client = self.client.borrow_mut();
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@ -152,11 +152,11 @@ impl PlayState for SessionState {
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client.place_block(pos, self.selected_block);
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}
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} else {
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self.controller.main = state
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self.controller.primary = state
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}
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}
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Event::InputUpdate(GameInput::Alt, state) => {
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Event::InputUpdate(GameInput::Secondary, state) => {
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let mut client = self.client.borrow_mut();
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if state
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&& client
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@ -176,7 +176,7 @@ impl PlayState for SessionState {
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client.remove_block(pos);
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}
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} else {
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self.controller.alt = state;
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self.controller.secondary = state;
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}
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}
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Event::InputUpdate(GameInput::Roll, state) => {
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@ -13,8 +13,8 @@ use std::{fs, io::prelude::*, path::PathBuf};
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#[derive(Clone, Debug, Serialize, Deserialize)]
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#[serde(default)]
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pub struct ControlSettings {
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pub main: KeyMouse,
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pub alt: KeyMouse,
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pub primary: KeyMouse,
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pub secondary: KeyMouse,
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pub toggle_cursor: KeyMouse,
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pub escape: KeyMouse,
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pub enter: KeyMouse,
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@ -46,8 +46,8 @@ pub struct ControlSettings {
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impl Default for ControlSettings {
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fn default() -> Self {
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Self {
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main: KeyMouse::Mouse(MouseButton::Left),
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alt: KeyMouse::Mouse(MouseButton::Right),
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primary: KeyMouse::Mouse(MouseButton::Left),
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secondary: KeyMouse::Mouse(MouseButton::Right),
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toggle_cursor: KeyMouse::Key(VirtualKeyCode::Tab),
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escape: KeyMouse::Key(VirtualKeyCode::Escape),
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enter: KeyMouse::Key(VirtualKeyCode::Return),
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@ -11,8 +11,8 @@ use vek::*;
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/// Represents a key that the game recognises after keyboard mapping.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum GameInput {
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Main,
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Alt,
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Primary,
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Secondary,
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ToggleCursor,
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MoveForward,
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MoveBack,
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@ -109,12 +109,12 @@ impl Window {
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.map_err(|err| Error::BackendError(Box::new(err)))?;
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let mut map: HashMap<_, Vec<_>> = HashMap::new();
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map.entry(settings.controls.main)
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map.entry(settings.controls.primary)
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.or_default()
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.push(GameInput::Main);
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map.entry(settings.controls.alt)
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.push(GameInput::Primary);
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map.entry(settings.controls.secondary)
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.or_default()
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.push(GameInput::Alt);
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.push(GameInput::Secondary);
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map.entry(settings.controls.toggle_cursor)
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.or_default()
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.push(GameInput::ToggleCursor);
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