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Fix attacking bug
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parent
e267ac7ed4
commit
203b3d4e76
@ -102,47 +102,38 @@ impl PlayState for SessionState {
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return PlayStateResult::Shutdown;
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}
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Event::InputUpdate(GameInput::Attack, state) => {
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self.controller.respawn = state; // TODO: Move this into separate GameInput
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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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if state {
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// Check if the player is dead or not
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if current_client_state != ClientState::Character {
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self.controller.respawn = state;
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}
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let mut client = self.client.borrow_mut();
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if client
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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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.state()
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.read_storage::<comp::CanBuild>()
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.get(client.entity())
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.is_some()
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{
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let cam_pos = self.scene.camera().compute_dependents(&client).2;
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let cam_dir =
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(self.scene.camera().get_focus_pos() - cam_pos).normalized();
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{
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let cam_pos = self.scene.camera().compute_dependents(&client).2;
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let cam_dir =
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(self.scene.camera().get_focus_pos() - cam_pos).normalized();
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let (d, b) = {
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let terrain = client.state().terrain();
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let ray =
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terrain.ray(cam_pos, cam_pos + cam_dir * 100.0).cast();
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(ray.0, if let Ok(Some(_)) = ray.1 { true } else { false })
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};
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let (d, b) = {
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let terrain = client.state().terrain();
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let ray = terrain.ray(cam_pos, cam_pos + cam_dir * 100.0).cast();
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(ray.0, if let Ok(Some(_)) = ray.1 { true } else { false })
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};
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if b {
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let pos =
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(cam_pos + cam_dir * (d - 0.01)).map(|e| e.floor() as i32);
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client.place_block(pos, Block::new(1, Rgb::broadcast(255))); // TODO: Handle block color with a command
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}
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} else {
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if let ClientState::Character = current_client_state {
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self.controller.attack = state
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}
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if b {
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let pos =
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(cam_pos + cam_dir * (d - 0.01)).map(|e| e.floor() as i32);
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client.place_block(pos, Block::new(1, Rgb::broadcast(255))); // TODO: Handle block color with a command
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}
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} else {
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self.controller.attack = state;
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self.controller.respawn = state;
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self.controller.attack = state
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}
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}
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Event::InputUpdate(GameInput::SecondAttack, state) => {
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if state {
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let mut client = self.client.borrow_mut();
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