Merge branch 'character-tweaks' into 'master'

Fix fall->climb, tweak jump and glide

See merge request veloren/veloren!687
This commit is contained in:
Imbris 2019-12-15 17:44:19 +00:00
commit 226826e026

View File

@ -335,6 +335,7 @@ impl<'a> System<'a> for Sys {
inputs.update_look_dir();
inputs.update_move_dir();
match (character.action, character.movement) {
// Jumping, one frame state that calls jump server event
(_, Jump) => {
@ -392,11 +393,20 @@ impl<'a> System<'a> for Sys {
}
// Any Action + Falling
(action_state, Fall) => {
// character.movement = get_state_from_move_dir(&inputs.move_dir);
if inputs.glide.is_pressed() && !inputs.glide.is_held_down() {
character.movement = get_state_from_move_dir(&inputs.move_dir);
if inputs.glide.is_pressed() {
character.movement = Glide;
continue;
}
// Try to climb
if let (true, Some(_wall_dir)) = (
inputs.climb.is_pressed() | inputs.climb_down.is_pressed()
&& body.is_humanoid(),
physics.on_wall,
) {
character.movement = Climb;
continue;
}
// Reset to Falling while not standing on ground,
// otherwise keep the state given above
if !physics.on_ground {
@ -421,15 +431,38 @@ impl<'a> System<'a> for Sys {
Idle => {
if inputs.primary.is_pressed() || inputs.secondary.is_pressed() {
character.action = try_wield(stats);
continue;
}
}
// Cancel blocks
Block { .. } => {
character.action = try_wield(stats);
continue;
}
// Don't change action
Charge { .. } | Roll { .. } => {}
}
if inputs.primary.is_pressed() {
character.action = Self::handle_primary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
} else if inputs.secondary.is_pressed() {
character.action = Self::handle_secondary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
}
}
// Any Action + Swimming
(_action_state, Swim) => {
@ -478,8 +511,12 @@ impl<'a> System<'a> for Sys {
);
}
if !physics.on_ground && physics.in_fluid {
character.movement = Swim;
if !physics.on_ground {
if physics.in_fluid {
character.movement = Swim;
} else {
character.movement = Fall;
}
}
}
// Standing and Running states, typical states :shrug:
@ -502,15 +539,18 @@ impl<'a> System<'a> for Sys {
}
// Try to swim
if !physics.on_ground && physics.in_fluid {
character.movement = Swim;
continue;
if !physics.on_ground {
if physics.in_fluid {
character.movement = Swim;
} else {
character.movement = Fall;
}
}
// While on ground ...
if physics.on_ground {
// Try to jump
if inputs.jump.is_pressed() && !inputs.jump.is_held_down() {
if inputs.jump.is_pressed() {
character.movement = Jump;
continue;
}
@ -540,7 +580,6 @@ impl<'a> System<'a> for Sys {
// Try to glide
if physics.on_wall == None
&& inputs.glide.is_pressed()
&& !inputs.glide.is_held_down()
&& body.is_humanoid()
{
character.movement = Glide;
@ -598,7 +637,7 @@ impl<'a> System<'a> for Sys {
if character.movement == Stand {
character.movement = Sit;
}
if inputs.jump.is_pressed() && !inputs.jump.is_held_down() {
if inputs.jump.is_pressed() {
character.movement = Jump;
continue;
}
@ -614,7 +653,7 @@ impl<'a> System<'a> for Sys {
if !inputs.glide.is_pressed() {
character.movement = Fall;
} else if let Some(_wall_dir) = physics.on_wall {
character.movement = Fall;
character.movement = Climb;
}
if physics.on_ground {